Spectator view into an interactive gaming world showcased in a live event held in a real-world venue

ABSTRACT

A method including establishing a multi-player gaming session of a gaming application that generates an interactive gaming world, the live event being a real-world venue where players playing the gaming application are present. A 3D live view of the venue is generated based on captured video streams, and generated for a physical POV anchored to a physical location in the venue. The 3D live view is streamed to an HMD of a remote user located outside the venue, and presents an augmented reality view of the live event. A request is received from the remote user to jump into the gaming session as a spectator of the interactive gaming world from a virtual POV defined by a virtual location in the gaming world. The spectator view is delivered to the HMD of the remote user for display, the spectator view presenting a virtual reality view of the interactive gaming world.

CLAIM OF PRIORITY

The present application is a continuation of and claims priority to andthe benefit of Ser. No. 15/727,137, filed on Oct. 6, 2017, entitled“SPECTATOR VIEW INTO AN INTERACTIVE GAMING WORLD SHOWCASED IN A LIVEEVENT HELD IN A REAL-WORLD VENUE”; which claims priority to and thebenefit of the commonly owned, provisional patent application, U.S. Ser.No. 62/566,203, filed on Sep. 29, 2017, entitled “SPECTATOR VIEW INTO ANINTERACTIVE GAMING WORLD SHOWCASED IN A LIVE EVENT HELD IN A REAL-WORLDVENUE,” all of which are herein incorporated by reference in theirentireties.

TECHNICAL FIELD

The present disclosure is related to electronic sports (eSports) and itssupporting technologies.

BACKGROUND OF THE DISCLOSURE

Video games and their related industries (e.g., video gaming) representa large percentage of the worldwide entertainment market, with someprojections having video game global revenues exceeding revenue from themovie industry in the near future. The kids growing up playing videogames are now adults (young and old) influencing where theirentertainment moneys are to be spent—in the world of video gameentertainment.

Video games are played anywhere and at any time using various types ofplatforms, including gaming consoles, desktop computers, laptopcomputers, mobile phones, etc. Once a niche market directed to a smallnumber of children and young adults, video games have becomeincreasingly popular across generations, and over time has become animportant part of popular culture.

A new dawn of video games is emerging in the form of eSports, otherwiseknown and described by competitive video gaming or professional videogaming In the world of eSports, professional gamers gather in an arenato play a video game, typically in a multiplayer online game (MOG)format that is supported through a local area network or internet.Individuals or teams of individuals battle it out live in the eSportsarena in front of a live audience, where a broadcasting team injectsenergy and excitement while giving play-by-play of the action within theMOG. A video production team is working frantically backstage projectingviews into the gaming environment of the MOG onto arena sized videodisplay panels so that the audience is able to watch the action withinthe MOG, as viewed and experienced by the professional video gamers.Also, live cameras that are focused on the audience or the professionalgamers may project onto the arena video display panels, as directed bythe video production team, to further excite the audience. The liveaudience participates in a live event, not unlike those attending atraditional professional sporting event (e.g., basketball, baseball,football, boxing, mixed-martial arts, etc.).

In addition, the views presented on the video display panels asgenerated by the video production team may be live streamed to a wideraudience over any network, such as broadcast, internet, mobile, etc.While the live audience may number in the thousands (30+ thousand), thestreaming audience can number in the millions (e.g., 30+ million). For avideo game having over 90 million casual gamers, a world championshipfeaturing that video game will attract millions of streaming viewers,both in the live format as well as post event viewing. To give a senseof the popularity of an eSports event, a world championship held in 2016drew a live audience of approximately forty thousand, and a livestreaming audience of over twenty-five million. The game play of theprofessional gamers continued to be viewed even after the live event wascompleted.

Various technologies supporting eSports are being developed to give thelive and remote audience the best viewing experience.

It is in this context that embodiments of the disclosure arise.

SUMMARY

Embodiments of the present disclosure relate to systems and methods forproviding one or more spectator views into a gaming world in associationwith one or more game plays of one or more users playing a gamingapplication. Several inventive embodiments of the present disclosure aredescribed below.

In one embodiment, a method for enabling participation in a live eventis described. The method includes establishing a multi-player gamingsession controlled by a plurality of players through execution of agaming application at a server, the multi-player gaming sessiongenerating an interactive gaming world within which player participationis enabled, the live event being a real-world venue where the pluralityof players is present. The method includes generating at the server athree dimensional (3D) live view of the real-world venue based on one ormore captured video streams, the 3D live view generated for a physicalpoint-of-view (POV) of the live event, wherein the physical POV isanchored to a physical location in the real-world venue. The methodincludes streaming the 3D live view via a network from the server to anHMD of a first remote user, the first remote user being located outsideof the real-world venue, the 3D live view presenting an augmentedreality view of the live event to the first remote user through a headmounted display (HMD). The method includes receiving at the server arequest from the first remote user to jump into the gaming session as aspectator of the interactive gaming world from a first virtual POVdefined by a virtual location in the interactive gaming world. Themethod includes generating by the server a first spectator viewassociated with the first virtual POV. The method includes deliveringthe first spectator view via the network to the HMD of the first remoteuser for display, the first spectator view presenting a virtual realityview of the interactive gaming world to the first remote user throughthe HMD.

In another embodiment, a non-transitory computer-readable medium storinga computer program for enabling participation in a live event isdescribed. The computer-readable medium includes program instructionsfor establishing a multi-player gaming session controlled by a pluralityof players through execution of a gaming application at a server, themulti-player gaming session generating an interactive gaming worldwithin which player participation is enabled, the live event being areal-world venue where the plurality of players is present. Thecomputer-readable medium includes program instructions for generating atthe server a three dimensional (3D) live view of the real-world venuebased on one or more captured video streams, the 3D live view generatedfor a physical point-of-view (POV) of the live event, wherein thephysical POV is anchored to a physical location in the real-world venue.The computer-readable medium includes program instructions for streamingthe 3D live view via a network from the server to an HMD of a firstremote user, the first remote user being located outside of thereal-world venue, the 3D live view presenting an augmented reality viewof the live event to the first remote user through a head mounteddisplay (HMD). The computer-readable medium includes programinstructions for receiving at the server a request from the first remoteuser to jump into the gaming session as a spectator of the interactivegaming world from a first virtual POV defined by a virtual location inthe interactive gaming world. The computer-readable medium includesprogram instructions for generating by the server a first spectator viewassociated with the first virtual POV. The computer-readable mediumincludes program instructions for delivering the first spectator viewvia the network to the HMD of the first remote user for display, thefirst spectator view presenting a virtual reality view of theinteractive gaming world to the first remote user through the HMD.

In still another embodiment, a computer system is described, andincludes a processor, and memory coupled to the processor and havingstored therein instructions that, if executed by the computer system,cause the computer system to execute a method for enabling participationin a live event. The method includes establishing a multi-player gamingsession controlled by a plurality of players through execution of agaming application at a server, the multi-player gaming sessiongenerating an interactive gaming world within which player participationis enabled, the live event being a real-world venue where the pluralityof players is present. The method includes generating at the server athree dimensional (3D) live view of the real-world venue based on one ormore captured video streams, the 3D live view generated for a physicalpoint-of-view (POV) of the live event, wherein the physical POV isanchored to a physical location in the real-world venue. The methodincludes streaming the 3D live view via a network from the server to anHMD of a first remote user, the first remote user being located outsideof the real-world venue, the 3D live view presenting an augmentedreality view of the live event to the first remote user through a headmounted display (HMD). The method includes receiving at the server arequest from the first remote user to jump into the gaming session as aspectator of the interactive gaming world from a first virtual POVdefined by a virtual location in the interactive gaming world. Themethod includes generating by the server a first spectator viewassociated with the first virtual POV. The method includes deliveringthe first spectator view via the network to the HMD of the first remoteuser for display, the first spectator view presenting a virtual realityview of the interactive gaming world to the first remote user throughthe HMD.

Other aspects of the disclosure will become apparent from the followingdetailed description, taken in conjunction with the accompanyingdrawings, illustrating by way of example the principles of thedisclosure.

BRIEF DESCRIPTION OF THE DRAWINGS

The disclosure may best be understood by reference to the followingdescription taken in conjunction with the accompanying drawings inwhich:

FIG. 1A illustrates an electronic sports (eSports) arena showcasing alive video gaming competition, in accordance with one embodiment of thepresent disclosure.

FIG. 1B illustrates a floor plan view of the eSports arena including thelocations of video and audio data collection devices, in accordance withone embodiment of the present disclosure.

FIG. 2A illustrates a system configured for providing an interactiveexperience with VR content, such as an eSports live event (e.g., videogaming competition), in accordance with one embodiment of the presentdisclosure.

FIG. 2B conceptually illustrates the function of a HMD in conjunctionwith the display of VR content, such as an eSports live event (e.g.,video gaming competition), in accordance with an embodiment of theinvention.

FIG. 3A illustrates a floor plan view of the eSports arena introduced inFIG. 1B, and includes two point-of-views (POVs) generated from two seatsin the eSports arena, in accordance with one embodiment of the presentdisclosure.

FIG. 3B illustrates a POV generated from a back seat in the eSportsarena, in accordance with one embodiment of the present disclosure.

FIG. 3C illustrates a POV generated from a front row VIP seat in theeSports arena, in accordance with one embodiment of the presentdisclosure.

FIG. 4A illustrates the selection process for selecting one or moreseats in the eSports arena, one seat at a time, for purposes ofgenerating previews of the eSports live event taken from the viewpointof a selected seat, in accordance with one embodiment of the presentdisclosure.

FIG. 4B illustrates a preview of the POV introduced in FIG. 3C that isgenerated from a front row VIP seat in the eSports arena shown inrelation to a seating map of the eSports arena, in accordance with oneembodiment of the present disclosure.

FIG. 4C illustrates a preview of a POV introduced in FIG. 3B that isgenerated from a back seat in the eSports arena shown in relation to aseating map of the eSports arena, in accordance with one embodiment ofthe present disclosure.

FIG. 5A illustrates a POV of a remote user U1 participating in theeSports live event (e.g., video gaming competition) and virtually seatedat one of the physical seats in the eSports arena, wherein as the remoteuser looks to the left, the POV of the remote user U1 includes a view ofa live participant (LP) audience member, in accordance with oneembodiment of the present disclosure.

FIG. 5B illustrates a POV of a remote user U1 participating in theeSports live event (e.g., video gaming competition) and virtually seatedat one of the physical seats in the eSports arena, wherein as the remoteuser looks to the left, the POV of the remote user U1 includes a view ofa remote user spectator U2 participating in the live event as a virtualparticipant (i.e., remote user U2 is a virtual audience member), inaccordance with one embodiment of the present disclosure.

FIG. 6 illustrates a personal seat pack located on an arena seat, thepersonal equipment board configured to collect data related to anassociated live participant that is viewing an eSports event in person,in accordance with one embodiment of the present disclosure.

FIG. 7A illustrates components of an example device that can be used toperform aspects of the various embodiments of the present disclosure.

FIG. 7B illustrates components of a remote spectator manager 750introduced in FIG. 7A, wherein the generator 750 is configured toprovide a remote user a virtual experience of a live event, inaccordance with one embodiment of the present disclosure.

FIG. 8 is an illustration of a gaming world within which a battlebetween Kratos, the son of Zeus and an enemy combatant is beinggenerated within one or more game plays of the God of War gamingapplication, published by SONY Computer Entertainment, in accordancewith one embodiment of the present disclosure.

FIG. 9 is an illustration of an interface for interaction by a remoteuser, wherein the interface includes windows of one or more spectatingviews into a gaming world that are selectable a remote user, inaccordance with one embodiment of the present disclosure.

FIG. 10 is an illustration of the scaling of a spectator point of viewbeing generated for a given location within a gaming world, inaccordance with one embodiment of the present disclosure.

FIG. 11 is an illustration of the interaction between two spectatoravatars within a gaming world, wherein a communication channel isestablished between two remote users when their corresponding spectatoravatars are in close proximity, in accordance with one embodiment of thepresent disclosure.

FIG. 12 is a flow diagram illustrating a method for spectating by aremote user of a live event (e.g., an eSports event), in accordance withone embodiment of the present disclosure.

FIG. 13 is a diagram illustrating components of a head-mounted display,in accordance with an embodiment of the disclosure.

FIG. 14 is a block diagram of a Game System, according to variousembodiments of the disclosure.

DETAILED DESCRIPTION

Although the following detailed description contains many specificdetails for the purposes of illustration, anyone of ordinary skill inthe art will appreciate that many variations and alterations to thefollowing details are within the scope of the present disclosure.Accordingly, the aspects of the present disclosure described below areset forth without any loss of generality to, and without imposinglimitations upon, the claims that follow this description.

Generally speaking, the various embodiments of the present disclosuredescribe methods and systems for participating in a live event (e.g.,live eSports event including competitive video gaming) by a remote useras a virtual audience member, in accordance with embodiments of thepresent disclosure. Various technologies are described giving the remoteuser a fully immersive experience within the real-world venue (e.g.,eSports arena), including presenting a live view of the eSports eventthat is virtually generated for a POV taken from a selected seat in thereal-world venue. In a preview mode, a remote user is able to previewthe POV from one or more selected seats in the eSports arena, whereinthe preview includes a live view of the eSports event, or a generic viewof a previous event held in the eSports arena. An augmented reality viewof the eSports event may be presented, wherein the augmented view isvirtually generated for a POV taken from a selected seat in thereal-world venue, and includes the live view of the eSports event thatis augmented with digital data (e.g., inserting a digitizedrepresentation of a friend of the user as another virtual audiencemember).

In addition, a remote user participating in a live eSports event as avirtual audience member may access one or more jump-in views of a gamingworld of the event. For example, the eSports event may include a videogaming competition between multiple professional gamers arrangedindividually or by teams, wherein the gamers are simultaneously playinga video game against each other. The remote user may be viewing the liveevent as an audience member, wherein a virtualized POV is generated forthe remote user based on which seat in the real-world venue was selectedby the audience member. For a fully immersive view, the remote user maybe presented with a spectator view or jump-in view within the gamingworld of the video game that is being played by the professional gamersin the eSports live event. That is, rather than viewing a live viewand/or augmented reality view of the eSports event, the remote user mayjump into the gaming world at any location to view the action. Thisjump-in view need not necessarily be generated from the POV of one ofthe professional gamers, and can include POVs that are generated fromlocations selectable by the remote user, such as a birds eye view, aside view generated from the side of a character being played by one ofthe professional gamers, etc. In this manner, the remote user may selecta view that provides a close-up to the action that may be in the centerof the action between two or more professional gamers.

With the above general understanding of the various embodiments, exampledetails of the embodiments will now be described with reference to thevarious drawings. For purposes of clarity and brevity, embodiments ofthe present invention are described in relation to the varioustechnologies supporting an immersive experience of a remote uservirtually participating in a live eSports video gaming event; however,it is understood that VR content may be generated for any type of event,including real events and/or virtual events.

FIG. 1A illustrates an electronic sports (eSports) arena 100, as anexample of a real-world venue, showcasing a live eSports event, such asa video gaming competition, in accordance with one embodiment of thepresent disclosure. The live eSports event may be based on a video gamethat is being simultaneously played by a plurality of professionalgamers in competition with each other. As previously described, the liveeSports event may be produced to include the professional gamers eachplaying a video game within a gaming world, one or more broadcasters orannouncers that follow and promote the action within the gaming world tothe audience members (e.g., live participants, remote participants,and/or virtual participants), and live audience members.

For example, the eSports arena 100 includes arena seating 140, whereinlive audience members may be seated within arena seating 140, andparticipate in the live event as members of a live audience. As shown inFIG. 1A, the arena seating 140 is filled with live audience members. Aswill be further described, remote users may also participate in the liveevent as a virtual audience member that is seated within arena seating140.

The arena seating 140 faces the front 191 of a stage 190. The stageincludes a first podium including a first team 171 of professionalgamers. The stage also includes a second podium including a second team172 of professional gamers. As shown, each team includes three teammembers. The team members are each simultaneously playing a multi-playervideo game (e.g., MOB). For purposes of illustration only, the videogame is a motorcycle racing game, wherein each professional gamer is amotorcycle racer racing through a course within the video game. Teammembers may assist each other in achieving an overall winning result.For example, the team with the best overall finishing results wins theevent.

One or more arena sized displays and/or monitors are present on or aboutthe stage 190. The content shown on the displays are produced by abehind the scenes video production team that directs the presentation ofthe live eSports event both within the eSports arena, and to thestreaming audience. For example, a main display 101 shows a view of thegaming world that may be of particular interest at that moment in time.For illustration, main display 101 may show the leaders of themotorcycle race from a viewpoint of a character of one of theprofessional gamers. In particular, three racers are just ahead of theracer whose viewpoint is shown in main display 101. In anotherimplementation, main display 101 is showing a view into the gaming worldthat may not align with any of the characters of the professionalgamers, but instead provides an optimum view into the action between theprofessional gamers within the gaming world.

As shown, side display 107 is located directly above the second team172, and may present a view that is associated with the game play of oneof the gamers on the second team 172. For example, motorcycle racer 180may be a character being controlled by professional gamer 172 a of thesecond team 172, and the viewpoint of motorcycle racer 180 is beingshown in side display 107. In particular, the viewpoint of motorcycleracer 180 includes a view of other riders ahead of racer 180 on thecourse, including the back of motorcycle racer 181, wherein racer 181 isahead of motorcycle racer 180 on the racecourse. Racer 181 may becontrolled by one of the available professional gamers on either thefirst team 171 or the second team 172.

Side display 105 is located directly above the first team 171, and maypresent a view that is associated with the game play of one of thegamers on the first team 171. In addition, the images presented oneither side display 105 and 107 may provide additional content ratherthan being limited to game play of one of the professional gamers. Forexample, side display 105 includes an image of a symbol 185 thatrepresents and eSports league supported by SONY PlayStation (e.g.,PlayStation Plus League). For illustration, the video game generatingthe motorcycle racing game play of the professional gamers on the firstteam 171 and the second team 172 is promoted by the eSports league.

The stage also includes a tower 161 that elevates one or morebroadcasters 160 that provide live announcing and entertainmentthroughout the event. The broadcasters 160 fulfill a vital role inpromoting the live event within the eSports arena as well as to thestreaming audience, and virtual audience. For example, as an excitingmoment occurs within the game play of one of the professional gamers,the announcers may highlight that game play through their announcing asit is being presented on the main display 101. The audience memberstypically react favorably to the announcing by the broadcasters 160.

FIG. 1B illustrates a floor plan 100B view of the eSports arena 100introduced in FIG. 1A, and includes the locations of video and audiodata collection devices, in accordance with one embodiment of thepresent disclosure. The front 191 of stage 190 is presented in front ofthe arena seating 140. The stage 190 includes a first podium seating thefirst team 171 and a second podium seating the second team 172. Locatedabout the stage 190, a side display 105 is located above team 171, andside display 107 is located above team 172, as previously described. Themain display 101 is shown at a location in the center of stage 190. Inaddition, stage 190 supports tower 161 that holds the broadcasters 160.

A plurality of data collection devices is shown. For example, one ormore audio collection devices 120 (e.g., recorders) are locatedthroughout the eSports arena 100, as illustrated in map 100B. In thatmanner, audio from the professional gamers may be recorded, as well asaudio from the audience in general, or from individual audience members.That is, the audio collection devices 120 are positioned to best pick upsounds from a desired target. The audio collected may be routed back tothe speakers 175 for increased audience projection. Speakers 175 alsoprovide audio in conjunction with the images presented on the displays101, 105, and 107. Further, the audio collected may be used within alive view of the eSports event. In addition, the audio collected may beused to support a virtual view of the live eSports event, or anaugmented view of the live eSports event.

In addition, one or more video collection devices 130 (e.g., videocameras) are located throughout eSports arena 100, as illustrated in map100B. In that manner, video from the live eSports event may be recorded.This may include wide angled views and close-up views of the audiencemembers, individual audience members, the teams 171 and 172, individualgamers on the teams 171 and 172, the stage 190, the screens 101, 105 and107 on stage 190, etc. In particular, the images recorded from the videocollection devices may be used to generate virtual views of the liveeSports event, as presented from a location from anywhere in the eSportsarena (e.g., from a selected seat in arena seating 140). The virtualviews of the live eSports event may be stitched together from videorecordings taken from one or more video collection device 130. Becausethe virtual experience of the live eSports event generated for the VIPsection 150 is intended to be more immersive, additional videocollection devices 130 may be assigned to record images from locationsin or about VIP section 150. In that manner, more detailed POVs may begenerated for each of the seats in the VIP section 150 based on videosfrom a large number of video collection devices, instead of the one ortwo views assigned to the seats in VIP section 150 that are stitchedfrom a minimum amount of video collection devices 130.

FIG. 2A illustrates a system for remote participation in a live eSportsevent, such as a video gaming competition, in accordance with anembodiment of the invention. A user U1 is shown wearing a head-mounteddisplay (HMD) 102. The HMD 102 is worn in a manner similar to glasses,goggles, or a helmet, and is configured to display a video game from aninteractive video game or other content from interactive application, tothe user 100. The HMD 102 provides a very immersive experience to theuser by virtue of its provision of display mechanisms in close proximityto the user's eyes. Thus, the HMD 102 can provide display regions toeach of the user's eyes which occupy large portions or even the entiretyof the field of view of the user.

In one embodiment, HMD 102 is configurable to present a live view of theeSports event. The live view may be generated from real-world venue datacollection devices 231 located at the real-world venue 100 (e.g.,eSports arena), as managed by a real-world venue server 235. The server235 may be local to the venue or remote from the venue. In a truly ornear live view, the live view is generated with minimal or nomodification to the collected data. That is, the near live view issimilar to viewing a live traditional sporting event (e.g., basketball,baseball, boxing, football, tennis, etc.) over a network, except thatthe near live view is projecting views as collected within thereal-world venue. The collected data may be collected in a format readyfor display using an HMD, or may be formatted for display within theHMD. In other embodiments, the view presented by the HMD is a hybridand/or augmented reality view of the live event that is modified topresent a live view from a specific location in the arena 100, and maybe augmented with digital data or transformation. That is, the hybridview is generated from live views collected from data (e.g., video)collection devices 231 (e.g., video collection, camera, audio recorder,speaker, temperature monitor, pressure monitor, etc.) throughout thearena 100. The hybrid view may be stitched from the live views, andpresent a more traditional video or image to the user U1. That is, thehybrid view may not be considered as virtual. In some embodiments, thehybrid view may be an augmented reality view that is generated in partfrom the live views collected from the data collection devices 231. Thatis, the augmented reality view inserts digital content into the liveview collected by the data collection devices and minimally modified, aspreviously described. In still other embodiments, the hybrid viewpresented by the HMD is a virtual view of the live event that isgenerated from the live views collected from the data collection devices231. That is, the virtual view is a digital representation of the liveeSports event.

In one embodiment, the information gathered from the data collectiondevices 231 and the real-world venue server 235 are delivered to aback-end entertainment server 250, such as over network 110. In oneembodiment, entertainment server is configured for generating the liveand hybrid views, previously introduced, for various locations (e.g.,POVs corresponding to seating locations in arena 100). In particular,entertainment server includes a seat live view generator 260 that isconfigured for generating live views of the live event occurring at theeSports arena. The live view generator 260 may generate live views forany location within the arena, such as using stitching technologies thatstitch data (e.g., audio and/or video) collected from multiple sources.In addition, entertainment server includes an augmented reality liveview generator 270 that is configured to overlay digital content overthe live views of the live eSports event. For instance, a remote userparticipating in the live eSports event as a virtual audience member mayview a digital avatar representation of another remote user (e.g., asocial network friend to user U1) sitting in the adjacent seat, asviewed through an augmented live view of the eSports live event. Also,entertainment server includes a seat preview generator 280 that isconfigured for presenting a preview of the live and/or hybrid view thatmay be experienced by user U1 in association with POVs for one or moreselected seats in arena 100. Specifically, as the user U1 navigatesthrough a preview interface to select a seat in the arena seating 140,an option may be provide to show a preview of the live and/or hybridview generated for that seat. The user U1 may select a given seatthrough the same interface. Further, the entertainment server includes aremapping module 281 configured to change the mapping schedule ofcomponents and devices used for generating the live and/or augmentedreality views of the real-world venue when a remote participant changesviewing locations (e.g., changing a seat in the virtual or augmentedrepresentation of the real-world venue). That is, when the viewinglocation is changed, different sets of capture devices may be used togenerated the live, hybrid, and/or augmented views. For example,different sets of video capture devices, audio capture devices,speakers, etc. may be used when generating views for a first locationand a second location within the real-world venue. As such, theremapping module 281 is configured to determine the appropriate capturedevices used for generating views for a particular location, andassigning those devices during a remapping for purposes of generatingthe appropriate live, hybrid, and/or augmented reality views for the newlocation. In some embodiments, the functions and features provided inthe entertainment server 260 and real-world venue server 235 may beperformed at one location, such as real-world venue server(s) or theentertainment server(s).

In one embodiment, the HMD 102 can be connected to a computer 106. Theconnection to computer 106 can be wired over connection 211 or wirelessover connection 212. The computer 106 can be any general or specialpurpose computer known in the art, including but not limited to, agaming console, personal computer, laptop, tablet computer, mobiledevice, cellular phone, tablet, thin client, set-top box, mediastreaming device, etc. In the traditional sense, the computer 106 can beconfigured to execute a video game, and output the video and audio fromthe video game for rendering by the HMD 102. Execution of the video gamemay be further supported by a cloud gaming network 200 that isconfigured for maintaining and executing a video game being played byone or more users, such as in a MOG, or massively multi-player onlinegame (MMOG). For instance, the cloud gaming network 200 may support thevideo game being played within the live eSports event. In someembodiments, the functions and features provided in the entertainmentserver 260 and cloud gaming network 200 may be performed at onelocation, such as the cloud gaming network 200 or the entertainmentserver(s) 260. In addition, the computer 106 may be configured toreceive live and/or hybrid views of the eSports live event as deliveredto remote user U1. That is, the computer 106 is not restricted toexecuting a video game but may also be configured to execute aninteractive application, which outputs VR content (e.g., live and/orhybrid views of the sports live event) for rendering by the HMD 102.

The user 100 may operate a controller 104 to provide input forcontrolling the interactive experience when participating in the liveand/or hybrid view of the live eSports event. For example, thecontroller may be used to select a seat within the arena seating 140, orto select a preview of a live and/or hybrid view corresponding to aselected seat. In addition, controller 104 may be used to provide inputinto an executing video game. Additionally, a camera 108 can beconfigured to capture image of the interactive environment in which theuser 100 is located. These captured images can be analyzed to determinethe location and movements of the user 100, the HMD 102, and thecontroller 104. In one embodiment, the controller 104 includes a lightor other marker elements which can be tracked to determine its locationand orientation. The camera 108 can include one or more microphones tocapture sound from the interactive environment. Sound captured by amicrophone array may be processed to identify the location of a soundsource. Sound from an identified location can be selectively utilized orprocessed to the exclusion of other sounds not from the identifiedlocation. Furthermore, the camera 108 can be defined to include multipleimage capture devices (e.g. stereoscopic pair of cameras), an IR camera,a depth camera, and combinations thereof.

In another embodiment, the computer 106 functions as a thin client incommunication over a network with the entertainment server 250. That is,the server 250 generates the live and/or hybrid views shown by the HMD102, and the computer 106 transmits inputs from the HMD 102, controller104, and camera 108 to the server 250. The output from the entertainmentserver, such as video, data, audio data, digital data, is transmitted tocomputer 106. The computer 106 may further process the data beforetransmission or may directly transmit the data to the relevant devices.For example, video and audio streams are provided to the HMD 102,whereas the haptic feedback data is used to generate a vibrationfeedback command, which is provided to the controller 104.

In a more traditional sense, the computer 106 may function as a thinclient in communication over the network 110 with the cloud gamingprovider 112. The cloud gaming provider 112 maintains and executes avideo game being played by the user U1. The computer 106 transmitsinputs from the HMD 102, the controller 104 and the camera 108, to thecloud gaming provider, which processes the inputs to affect the gamestate of the executing video game. The output from the executing videogame, such as video data, audio data, and haptic feedback data, istransmitted to the computer 106. The computer 106 may further processthe data before transmission or may directly transmit the data to therelevant devices. For example, video and audio streams are provided tothe HMD 102, whereas the haptic feedback data is used to generate avibration feedback command, which is provided to the controller 104.

In one embodiment, the HMD 102, controller 104, and camera 108, maythemselves be networked devices that connect to the network 110 tocommunicate with the entertainment server 250 and/or cloud gamingprovider 112. For example, the computer 106 may be a local networkdevice, such as a router, that does not otherwise perform video gameprocessing, but facilitates passage network traffic. The connections tothe network by the HMD 102, controller 104, and camera (i.e., imagecapture device) 108 may be wired or wireless. The cloud gaming provider112 processes the inputs to affect the game state of the executing videogame. The output from the executing video game, such as video data,audio data, and haptic feedback data, is transmitted to the computer 106for onward transmission to the respective devices. In other embodiments,computer 106 may be configured to execute a video game that has beendownloaded. Computer 106 may work cooperatively with cloud gamingprovider 112 to execute the video game. For example, execution of thevideo game may start on the cloud gaming provider 112, and once thevideo game has been completely downloaded to the computer 106, thecomputer 106 may execute the video game and resume game play of thevideo game from where it was left off on the cloud gaming provider 112.The inputs from the HMD 102, the controller 104, and the camera 108 areprocessed by the computer 106, and the game state of the video game isadjusted, in response to the inputs received from the HMD 102, thecontroller 104, and the camera 108.

In one embodiment, multiple live events may be available to one or moreremote users. For instance, a live event may be occurring at thereal-world venue 100′. The real world venue 100′ is similarly configuredas venue 100, and includes a real-world venue server 235′ and one ormore data collection devices 231′. As such, the remote user U1 may beable to participate in multiple live events, by hopping from one eventto another event. That is, the remote user U1 is able to experience alive, hybrid, and/or augmented reality view of the live event occurringat real-world venue 100 from a selected seat in the venue, and then hopto another live event occurring at real-world venue 100′ to haveanother, different experience of that live event. As an example, on anygiven Sunday multiple live events may be occurring (e.g., football,soccer, etc.), and a remote user may hop from one live event to anotherlive event to experience different live, hybrid, and/or augmentedreality views of selected events.

In still another embodiment, a remote user U1 may experience a recordedevent. That is, the remote user may wish to view a previously recordedevent in the same manner as described above. In that manner, the remoteuser may still access live (previously recorded, and live to theviewer), hybrid, and/or augmented reality views of the previouslyrecorded event. Because the data has been captured and stored, theseviews can be regenerated after the event has occurred and streamed tothe remote user. As before, the remote user may select a particularlocation (e.g., seat) in the real-world venue, and move to a differentlocation, to gain views of the now recorded event. In anotherembodiment, a group of remote users may wish to experience the recordedevent through a recording session. That is, the group of remote usersmay be located at different physical locations. The recording sessiongenerates a new play of the recorded event with a common timeline forall users in the group. As such, each of the group of users may havetheir own live (previously recorded, and live to the viewer), hybrid,and/or augmented reality views of the previously recorded event that isaligned in time with the other users in the group. For example, thegroup of users may experience a music concert together in the virtual oraugmented reality space. In that manner, the group of users may selectseating in one area of the virtual representation of the real-worldvenue, and be able to see representations of the other users in thegroup within their view of the recorded event. Further, users in thegroup would be able to interact with each other in the real-world, suchas holding a real-world conversation while viewing the recorded event.

FIG. 2B conceptually illustrates the function of a HMD 102 inconjunction with the generation of VR content (e.g., execution of anapplication generating live and/or hybrid views of a live eSports event,and/or video game, etc.), in accordance with an embodiment of theinvention. In some implementations, the VR content engine 220 is beingexecuted and/or generated on a back-end entertainment server 250 that iscommunicatively coupled to the HMD 102 via a computer 106 (not shown).In some embodiments, the computer 106 executes and/or generates part ofthe VR content. The computer may be local to the HMD (e.g., part oflocal area network) or may be remotely located (e.g., part of a widearea network, a cloud network, etc.) and accessed via a network. Thecommunication between the HMD 102 and the computer 106 may follow awired or a wireless connection protocol. For example, the VR contentengine 220 executing an application may be a live and/or hybrid viewselection and/or generation engine, wherein the live and/or hybrid viewis related to an eSports live event. In a more traditional sense, the VRcontent engine may be a video gaming engine executing a video game, andis configured to receive inputs to update a game state of the videogame. The following description of FIG. 1B is described within thecontext of the VR content engine 220 executing a video game, forpurposes of brevity and clarity, and is intended to represent theexecution of any application capable of generating VR content. The gamestate of the video game can be defined, at least in part, by values ofvarious parameters of the video game which define various aspects of thecurrent gameplay, such as the presence and location of objects, theconditions of a virtual environment, the triggering of events, userprofiles, view perspectives, etc.

In the illustrated embodiment, the VR content engine 220 receives, byway of example, controller input 161, audio input 162 and motion input163. The controller input 161 may be defined from the operation of agaming controller separate from the HMD 102, such as a hand-held gamingcontroller 104 (e.g. Sony DUALSHOCK®4 wireless controller, SonyPlayStation ®Move motion controller) or wearable controllers, such aswearable glove interface controller, etc. By way of example, controllerinput 161 may include directional inputs, button presses, triggeractivation, movements, gestures or other kinds of inputs processed fromthe operation of a gaming controller. The audio input 162 can beprocessed from a microphone 151 of the HMD 102, or from a microphoneincluded in the image capture device 108 or elsewhere within the localsystem environment. The motion input 163 can be processed from a motionsensor 159 included in the HMD 102, or from image capture device 108 asit captures images of the HMD 102. The VR content engine 220 (e.g.,executing a gaming application) receives inputs which are processedaccording to the configuration of the game engine to update the gamestate of the video game. The engine 220 outputs game state data tovarious rendering modules which process the game state data to definecontent which will be presented to the user.

In the illustrated embodiment, a video rendering module 183 is definedto render a video stream for presentation on the HMD 102. A lens ofoptics 170 in the HMD 102 is configured for viewing the VR content. Adisplay screen 275 is disposed behind the lens of optics 170, such thatthe lens of optics 170 is between the display screen 275 and an eye ofthe user, when the HMD 102 is worn by the user. In that manner, thevideo stream may be presented by the display screen/projector mechanism275, and viewed through optics 170 by the eye 290 of the user. An HMDuser may elect to interact with the interactive VR content (e.g., VRvideo source, video game content, etc.) by wearing the HMD and selectinga live and/or hybrid view of the eSports live event, or a video game forgame play, for example. Interactive virtual reality (VR) scenes arerendered on the display screen 175 of the HMD. In that manner, the HMDallows the user to be completely immersed in the live and/or hybrid viewof the eSports live event, or game play of a gaming application, byprovisioning display mechanism of the HMD in close proximity to theuser's eyes. The display regions defined in the display screen of theHMD for rendering content may occupy large portions or even the entiretyof the field of view of the user. In one embodiment, the lens of optics170 and display screen are disposed within a support structure of theHMD 102 that is configured to fit around the head of the user, such asuser 102, when the support structure is worn. Further, the lens ofoptics 170 and display screen 175 are disposed within the supportstructure, such that the display screen 175 is located in front of oneor both eyes of the user when the HMD 102 is worn. Typically, each eyeis supported by an associated lens of optics 170 which is viewing one ormore display screens.

An audio rendering module 182 is configured to render an audio streamfor listening by the user. In one embodiment, the audio stream is outputthrough a speaker 152 associated with the HMD 102. It should beappreciated that speaker 152 may take the form of an open air speaker,headphones, or any other kind of speaker capable of presenting audio.

In one embodiment, a gaze tracking camera 192 is included in the HMD 102to enable tracking of the gaze of the user. Although only one gazetracking camera 192 is included, it should be noted that more than onegaze tracking camera may be employed to track the gaze of the user. Thegaze tracking camera captures images of the user's eyes, which areanalyzed to determine the gaze direction of the user. In one embodiment,information about the gaze direction of the user can be utilized toaffect the video rendering. For example, if a user's eyes are determinedto be looking in a specific direction, then the video rendering for thatdirection can be prioritized or emphasized, such as by providing greaterdetail or faster updates in the region where the user is looking. Itshould be appreciated that the gaze direction of the user can be definedrelative to the head mounted display, relative to a real environment inwhich the user is situated, and/or relative to a virtual environmentthat is being rendered on the head mounted display.

Broadly speaking, analysis of images captured by the gaze trackingcamera 192, when considered alone, provides for a gaze direction of theuser relative to the HMD 102. However, when considered in combinationwith the tracked location and orientation of the HMD 102, a real-worldgaze direction of the user can be determined, as the location andorientation of the HMD 102 is synonymous with the location andorientation of the user's head. That is, the real-world gaze directionof the user can be determined from tracking the positional movements ofthe user's eyes and tracking the location and orientation of the HMD102. When a view of a virtual environment is rendered on the HMD 102,the real-world gaze direction of the user can be applied to determine avirtual world gaze direction of the user in the virtual environment.

Additionally, a tactile feedback module 181 is configured to providesignals to tactile feedback hardware included in either the HMD 102 oranother device operated by the HMD user, such as a controller 104. Thetactile feedback may take the form of various kinds of tactilesensations, such as vibration feedback, temperature feedback, pressurefeedback, etc.

In one embodiment, the video rendering 183 and audio rendering 182 maybe configured to present a live and/or hybrid view of a live eSportsevent as displayed within HMD 103. For example, the live and/or hybridview may be generated from a POV of a specific seat in the arena seating140 of an eSports arena 100 of FIG. 1A. As previously described, thelive view may be recorded from one or more captured views of the eSportsarena, and presented with minimal modification as a POV of a selectedseat. In another embodiment, a hybrid view may be generated by stitchingone or more captured views of the eSports arena. Another hybrid view maybe generated by incorporating digital content into the stitched liveview, such as in the form of providing augmented reality views. Forexample, a digitized form of a friend to a user U1 is presented in theaugmented reality view of U1). In still other embodiments, a completelyvirtual view of the live eSports event is presented in HMD 102.

FIG. 3A illustrates a floor plan view 300A of the eSports arena 100introduced in FIG. 1B, and includes two point-of-views (POVs) generatedfrom two seats in the eSports arena, in accordance with one embodimentof the present disclosure. As shown and briefly discussed, floor planview 300A includes front 191 of stage 190, arena seating 140 including aVIP section 150, main display 101, side display 105, side display 107,podium for the first team 171, podium for the second team 172, and tower161 for seating broadcasters 160. A plurality of video data collectiondevices 130 is also shown positioned throughout arena 100 to collectvideo of the live eSports event. In addition, audio collection devices(not shown) may be located throughout arena 100 to collect audiorecordings related to the eSports event.

A POV 321 is associated with seat 301 of the arena seating 140. POV 321may be generated from one or more live video recordings. For instance,POV 321 may be generated from the video recordings of 3-6 videocollection devices that can be used for reproducing the live view fromseat 301. That is, the live and/or hybrid views (e.g., real, augmentedreality, virtual) views of the live eSports event may be stitchedtogether from video recordings taken from one or more video collectiondevice 130. Because seat 301 is located within the VIP section 150,there may be more video recordings available to give a high qualityrendering of the live view for each seat within the section. That is, inVIP section 150, each seat may have a uniquely generated viewing intothe live eSports event. Outside of VIP section 150, a group ofco-located seats (e.g., 10-20 seats) may share a uniquely generatedviewing into the live eSports event. As shown, POV 321 includes aclose-up view of the stage 190, and includes close views to both teamsand all three displays. Because seat 301 is near the front of stage 190,the POV 321 is more desirable for providing unobstructed, large, andclear views to stage 190.

A POV 322 is associated with seat 302, wherein POV 322 may be also begenerated from one or more live video recordings. For instance, POV 322may be generated from the video recordings of 1-2 video collectiondevices that can be used for reproducing the live view from seat 302.That is, the live and/or hybrid views (e.g., real, augmented reality,virtual) views of the live eSports event may be stitched together fromvideo recordings taken from one or more video collection device 130.Because seat 302 is located near the back of the arena 100, there may belimited video recordings available to give a rendering of the live viewfor each seat within the section. Though the rendered live view is of ahigh quality, the resolution of views between seats the back of thearena may be limited. That is, for seats located in the back of arena100, and outside of VIP section 150, a group of co-located seats (e.g.,10-20 seats) near seat 302 may share a uniquely generated viewing intothe live eSports event. As shown, POV 322 includes a far-away view ofthe stage 190, and includes far-away views to both teams, the threedisplays, and the broadcasting booth. Because seat 302 is near the rearof arena 100, the POV 322 is less desirable because the views may beslightly obstructed, and far-away from stage 190.

Though FIG. 3A is described in relation to providing video images forthe live and/or hybrid views into the eSports live event, otherembodiments are well suited to providing live and/or hybrid audio forthe live eSports event that are based on a selected seat in eSportsarena 100. In addition, the live and/or hybrid audio may be combinedwith the live and/or hybrid video for the eSports live event, andpresented to a remote user who is participating in the live eSportsevent as a virtual audience member, for example.

FIG. 3B illustrates an image of a video sequence shown in an HMD of aremote user (e.g., U1) that is participating in an eSports live event asa virtual audience member, wherein the image is generated from a POV 322associated with a back seat (selected by the remote user) in the eSportsarena, in accordance with one embodiment of the present disclosure. Forexample, the selected seat is seat 302 in the arena seating 140 ofeSports arena 100 as shown at least in the floor plan view 300A of FIG.3A.

As previously discussed, the video portion of POV 322 that is shown inan HMD of the remote user is generated from one or more live videorecordings captured by one or more video collection devices. Forinstance, the live video recordings may be stitched together to generatea video sequence of images having a point-of-view associated with seat302. For instance, because seat 302 is near the back of the eSportsarena 100, POV 322 has a far-away view of the stage 190. As such, themembers of the first team 171 of professional gamers and of the membersof the second team 172 of professional gamers appear small and distant.In addition, other audience members (e.g., live participants ordigitally inserted) within POV 322 shown in the HMD may obstruct atleast part of the view of the stage 190. As shown in FIG. 3B, the headsof multiple audience members is shown in POV 322. Further, in POV 322the remote user has an unobstructed view of the displays located on orabout stage 190. For example, POV 322 includes a view of the maindisplay 101 showing racers on a motorcycle course (e.g., at least racers180 and racers 181). POV 322 includes a view of the side display 105(e.g., showing the PlayStation Plus LEAGUE logo) that is located abovethe first team 171. Also, POV 322 includes a view of the side display107 showing the game play view of the team member 172 a controllingmotorcycle racer 180. As previously described, side display shows theviewpoint of motorcycle racer 180 including a view of the back ofmotorcycle racer 181, wherein racer 181 is ahead of motorcycle racer 180on the racecourse.

FIG. 3C illustrates an image of a video sequence shown in an HMD of aremote user (e.g., U1) that is participating in an eSports live event asa virtual audience member, wherein the image is generated from a POV 321associated with a front row seat (selected by the remote user) in theeSports arena, in accordance with one embodiment of the presentdisclosure. For example, the selected seat is seat 301 in the VIPsection 150 of arena seating 140 of eSports arena 100 as shown at leastin the floor plan view 300A of FIG. 3A.

As previously discussed, the video portion of POV 321 that is shown inan HMD of the remote user is generated from one or more live videorecordings captured by one or more video collection devices. Forinstance, the live video recordings may be stitched together to generatea video sequence of images having a point-of-view associated with seat301. Because seat 301 is located in VIP section 150, a higher number oflive video recordings may be captured to generate POV 321 in comparisonto the number of recordings captured for generating POVs for seatsoutside the VIP section. In particular, because seat 301 is at or nearthe front of eSports arena 100, POV 321 has a close-up view of stage190. That is, the view of the user from seat 301 is not obstructed byother audience members (e.g., live or digitally augmented), and thestage and objects on the stage appear large and clear to the viewer. Forexample, the members of the first team 171 of professional gamers isclearly shown in POV 321, wherein faces of the members are clearlyidentifiable, including a male gamer 171 a with cropped hair, a femalegamer 171 b with short hair, and a female gamer 171 c with long hair.Also, members of the second team 172 of professional gamers is clearlyshown in POV 321, wherein faces of the members are clearly identifiable,including a male gamer 172 a with short hair, a female gamer 172 b withshort hair, and a male gamer 172 c with short hair. Further, in POV 321,the remote user has a clear and large view of the displays located on orabout stage 190. For example, POV 321 includes a large view of the maindisplay 101 showing at least racers 180 and racers 181. POV 322 includesa clear and large view of side display 105 (e.g., showing thePlayStation Plus LEAGUE logo) that is located above the first team 171.POV 322 also includes a clear and large view of side display 107 showingthe game play view of the team member 172 a controlling motorcycle racer180 (including a view of the back of motorcycle racer 181).

When comparing FIGS. 3B and 3C, the POV 321 of front row seat 301 has aclearer view of stage 190 than the POV 322 of rear seat 302. This issimilar to the experience of audience members that are attending aconcert in a concert arena, or those attending a movie in a theater, orthose attending a Broadway show in a theater, or those attending anyevent in any type of arena. As such, the experience of a remote userselecting seat 301 may be more vivid than a user selecting seat 302.

FIG. 4A illustrates the selection process for selecting one or moreseats in the eSports arena, one seat at a time, for purposes ofgenerating previews of the eSports live event taken from the viewpointof a selected seat, in accordance with one embodiment of the presentdisclosure. For example, the remote user U1 of FIG. 2A communicates withthe back-end entertainment server 250 for purposes of participating in alive eSports event as a virtual audience member. In particular, user U1interfaces with seat preview generator 280 in order to preview the POVsfrom one or more seats in arena seating 140 of the eSports arena 100previously introduced. The preview and seat selection process shown inFIG. 4A is exemplary, and is intended to show the ability to previewPOVs of seats in arena seating 140.

As shown in FIG. 4A, user U1 may use controller 5 to interact withinterface 400 that may be generated by seat preview generator 280. Forinstance, interface 400 shows a floor plan view of the stage 190 andseating 140 of the eSports arena 100. Using the directional buttons 410on controller 5, user U1 may navigate through the arena seating 140 toselect one or more seats for purposes of obtaining a preview ofrespective POVs. Other means for navigating through the floor plan viewshowing the arena seating are contemplated, such as using an analogstick, a touch screen, etc. For example, path 420 shows the navigationby user U1 through arena seating 140 as presented in the interface 400.Path 420 travels across the first row of seats from left to right, andfirst settles on seat 301 in VIP section 150 to obtain a POV preview, aswill be described in FIG. 4B. Path 420 may continue onto seat 302 toobtain a POV preview, as will be described in FIG. 4C.

FIG. 4B illustrates a preview of the POV 321 introduced in FIG. 3C thatis generated from a front row seat 301 in the VIP section 150 of theeSports arena 100, in accordance with one embodiment of the presentdisclosure. The preview of POV 321 is shown in relation to a floor planview of the eSports arena as provided in interface 400′. In particular,user U1 has selected seat 301 in interface 400 of FIG. 4A and desires apreview of the POV from that seat. As such, interface 400′ of FIG. 4Bprovides a preview window 430 that shows the POV 321 that is generatedfor seat 301, wherein the image shown in POV 321 was previouslydescribed at least in FIG. 3C. That is, a user selecting seat 301 wouldultimately receive and view POV 321 in an HMD worn by the user. That is,preview window 430 shows a sampling of the POV 321 experienced by a usersitting in seat 301.

FIG. 4C illustrates a preview of a POV 322 introduced in FIG. 3B that isgenerated from a back seat 302 in the eSports arena 100, in accordancewith one embodiment of the present disclosure. The preview of POV 322 isshown in relation to a floor plan view of the eSports arena as providedin interface 400″. In particular, user U1 has selected seat 302 ininterface 400 of FIG. 4A and desires a preview of the POV from thatseat. As such, interface 400″ of FIG. 4C provides a preview window 435that shows the POV 322 that is generated for seat 302, wherein the imageshown in POV 322 was previously described at least in FIG. 3B. That is,a user selecting seat 302 would ultimately receive and view POV 322 inan HMD worn by the user. That is, preview window 435 shows a sampling ofthe POV 322 experienced by a user sitting in seat 302.

FIG. 5A illustrates a POV of a remote user U1 participating in theeSports live event (e.g., video gaming competition) and virtually seatedat one of the physical seats in the eSports arena, wherein as the remoteuser looks to the left, the POV of the remote user U1 includes a view ofa live participant (LP) audience member, in accordance with oneembodiment of the present disclosure. In particular, the remote user U1is able to participate in a live eSports event, such as from thecomforts of a living room in the house of U1. As such, after selectionof a seat in the eSports arena, user U1 is presented with a POV of thelive event as taken from the selected seat as viewed through an HMD 102.In that manner, user U1 is able to participate in the live eSportsevent, as if he or she were actually sitting in the eSports arena in theselected seat.

As previously described, a live and/or hybrid view of the live eSportsevent may be generated and presented to the user U1 through an HMD. Forexample, the live or nearly live view may take unprocessed or minimallyprocessed audio and video recordings of the live event, such as therecording from one or more data collection devices. That is, the nearlylive or live view is generated with minimal or no modification to thecollected data, such as when viewing a live traditional sporting eventthrough multiple television recording cameras. In addition, the hybridview of the live eSports event may be generated from the live viewscollected from data collection devices (e.g., audio, video, etc.)located throughout the eSports arena. In one implementation, the hybridview may stitch together one or more live video recordings, as well asone or more audio recordings. In another embodiment, a hybrid view ispresented as augmented reality that is generated in part from the liveviews collected from one or more data collection devices, and thatincludes digital content that is inserted into the live view, whereinthe live view may be generated by stitching together one or more liveviews collected from data collection devices. In still anotherembodiment, the HMD may present an entirely virtualized view of the liveeSports event, wherein the virtualized view is a digital representationof the live eSports event.

In particular, FIG. 5A shows that user U1 has selected seat 510 in theVIP section 150 of eSports arena 100. Directly to the left of seat 510is seat 520. A live participant (e.g., audience member) is actuallysitting in seat 520. FIG. 5A shows the immersive experience of user U1,as the POV 530 shown in HMD 102 represents a view as the user U1 looksto the left in the eSports arena 100. The user U1 is virtuallytransported into the eSports arena 100 and should have an experience notunlike as if user U1 was actually sitting in seat 510. As such, POV 530that is shown in HMD 102 would include a view of the live participant(LP1) that is actually seated in seat 520.

FIG. 5B illustrates a POV of a remote user U1 participating in theeSports live event (e.g., video gaming competition) and virtually seatedat one of the physical seats in the eSports arena, wherein as the remoteuser looks to the left, the POV of the remote user U1 includes a view ofa remote user spectator U2 also participating in the live event as avirtual participant (i.e., remote user U2 is a virtual audience member),in accordance with one embodiment of the present disclosure.

In particular, the remote user U1 is able to participate in a liveeSports event, such as from the comforts of a living room in the houseof U1 through the HMD 102. As such, after selection of a seat 510 in theeSports arena, user U1 is presented with a POV of the live event astaken from the selected seat as viewed through an HMD 102. In thatmanner, user U1 is able to participate in the live eSports event, as ifhe or she were actually sitting in the eSports arena in the selectedseat.

In addition, the remote user U2 is also able to participate in the liveeSports event, such as through HMD 102′. For example, user U1 and userU2 may be friends over a social network, and have agreed to attend thelive eSports event (e.g., as presented through the entertainment server250 of FIG. 2) together. As such, the users U1 and U2 may cooperativelychoose adjacent seats, such as seats 510 and 520, both in the VIPsection 150 of eSports arena 100. As shown, user U1 is virtually sittingin seat 510 and user U2 is virtually sitting in seat 520. That is, userU2 is sitting to the left of user U1. As such, after selection of seat520 by user U2, user U2 is presented with a POV of the live eSportsevent as taken from the selected seat as viewed through HMD 102′.

Both user U1 and user U2 are able to participate in the live eSportsevent, as if both were actually sitting in the eSports arena in theirselected seats. FIG. 5B shows the interactive experience between the tworemote users U1 and U2 when participating in the live eSports event. Inparticular, the POVs presented to both users U1 and U2 may be augmentedreality views. That is, the augmented reality view may be generated inpart from the live views collected from one or more data collectiondevices, and includes digital content that is inserted into the liveview, wherein the live view may be generated by stitching together oneor more live views collected from data collection devices. For example,the digital content may be an avatar representing either user U1 or U2.

In particular, FIG. 5B shows that user U1 has selected seat 510 in theVIP section 150 of eSports arena 100. The seat 520 to the left of seat520 is occupied by remote user U2 (e.g., a friend of user U1). That is,seat 520 is occupied by a virtual participant—remote user U2. FIG. 5Bshows the immersive experience of user U1, as the POV 540 shown in HMD102 represents a view as the user U1 looks to the left in the eSportsarena 100. As previously described, user U1 is virtually transportedinto the eSports arena 100 and should have an experience not unlike asif user U1 was actually sitting in seat 510—with some augmentation. Forinstance, the avatar 535 representing remote user U2 could be insertedinto the POV 540 to show avatar 535 seated in seat 520. This augmentedreality effect may be digitally inserted even though a live participant(LP) may actually be sitting in seat 520 (which in that case the LPwould be filtered out of the POV 540). As such, POV 540 that is shown inHMD 102 would include a view of the avatar 535 that is virtually seatedin seat 520.

Similarly, a POV generated for remote user U2 as displayed in HMD 102′would represent a view as the user U2 looks around the eSports arena100. User U2 is also virtually transported into the eSports arena 100and should have an experience not unlike as if user U2 was actuallysitting in seat 520—with some augmentation. For instance, the avatarrepresenting remote user U1 could be inserted into the POV to show thatavatar seated in seat 510. That is, if the remote user U2 would look tothe right, the POV would include a view of the avatar representing userU1 that is virtually seated in seat 510.

FIG. 6 illustrates a personal seat pack 620 located on an arena seat610, the personal equipment board configured to collect data related toan associated live participant that is viewing an eSports event inperson, in accordance with one embodiment of the present disclosure. Aplurality of arena seats 610 may be arranged in an eSports arena 100.For example, the arena seats may be arranged in rows, with one rowlocated in front of or behind another row. In that manner, a seat infirst row may be located in front of at least one seat in a second rowthat is behind the first row.

A seat pack 620 may be located on one or more arena seats 610. The seatpack may be located in such a way to collect data from one or more liveparticipants. As shown, the seat pack is located on the rear of the topportion of the seat back 615 of an arena seat, and is configured tocollect data from the live participant that is seated in a row behindthat seat pack. For instance, seat 610 a includes a seat pack 620 on therear of the seat back 615. The seat pack 620 in seat 610 a is positionedto collect from and/or provide data to a live participant located inseat 610 b located in a row behind seat 610 a.

Seat pack 620 includes one or more data collection devices that areconfigured to collect data from at least one live participant. Forexample, seat pack 620 located on seat 610 a is configured to collectdata from a live participant sitting in arena seat 610 b. For example,the seat pack may include a camera 660 configured to collect imagesand/or video data. In that manner, the actions and face of the liveparticipant may be collected. In one exemplary use case, the imagesand/or video data is used to build a live view of the eSports event toremote users. The seat pack may include a presence sensor 640 configuredto determine whether a live participant is present. For instance,presence sensor 640 located in seat pack 620 on seat 610 a may beconfigured to determine whether a live participant is sitting in seat610 b. The presence sensor 640 may implement any suitable sensingtechnique, such as infrared detection, sonar detection, sonic wavedetection, ultrasonic wave detection, magnetic wave detection, visiondetection, etc. Further, seat pack 620 may include a microphone array630 that is configured to collect audio data, such as sounds produced bythe live participant sitting in arena seat 610 a. The array 630 mayinclude multiple audio collection devices configured in a patternsuitable for beam steering and beam forming capabilities. For example,the array 630 in the seat pack located on arena seat 610 a is able todetermine sounds emanating from the live participant located in arenaseat 610 b, and filter those sounds from other sounds in the nearenvironment. That is, the array 630 is able to pick up the sounds fromthe live participant located in arena seat 610 b. Additional sensors maybe included in seat pack 620.

Seat pack 620 may be configured to include one or more data provisiondevices. For example, the live participant sitting in arena seat 610 bis positioned to receive data from the seat pack located on the rear ofthe arena seat 610 a. For purposes of illustration, data provisiondevices may include a monitor, speakers 650, vibration devices, odorproducing devices, etc. In particular, speakers 650 may be configured toprovide audio to the live participant sitting in arena seat 610 b, or toany participants in the immediate vicinity. For example, speakers 650located in the seat pack on arena seat 610 a may be associated with thesounds produced from a remote user who is virtually participating in theeSports event. The sounds (e.g., voice) from the remote user may bedirected to a particular live participant seated in one of the seatslocated near seat 610 a, including the live participant seated in seat610 a. As such, through speakers 650 the remote user may speak to one ormore live participants in general, or may speak to a specific liveparticipant, including the live participant sitting in seat 610 a.

In one implementation, the sensors and devices in seat pack 620 could beconfigured in a seat pack that is removable from the arena seat 610. Instill another implementation, the sensors and devices may be configuredin a seat attachment that is removable from the arena seat 610. Forexample, the seat attachment may be a cover that surrounds at least thefront of the seat 610. As an illustration, presence sensors may belocated on the portion of the seat attachment adjacent to the seatcushion, such as a pressure sensor, and may detect the presence of thelive participant sitting in the respective seat 610.

FIG. 7A illustrates components of an example device 700 that can be usedto perform aspects of the various embodiments of the present disclosure.For example, FIG. 7A illustrates an exemplary hardware system suitablefor implementing a device that provides services in support of a userparticipating in a live eSports event, in accordance with one embodimentof the present disclosure. This block diagram illustrates a device 700that can incorporate or can be a server computer, personal computer,video game console, personal digital assistant, or other digital device,suitable for practicing an embodiment of the disclosure. Device 700includes a central processing unit (CPU) 702 for running softwareapplications and optionally an operating system. CPU 702 may becomprised of one or more homogeneous or heterogeneous processing cores.For example, device 700 could be a client side device that is supportinga back-end server, both of which are configured to support a userparticipating in a live eSports event. In another example, device 700could be a server side device that is configured to support a userparticipating in a live eSports event via a client side device (e.g.,gaming console).

In accordance with various embodiments, CPU 702 is one or moregeneral-purpose microprocessors having one or more processing cores.Further embodiments can be implemented using one or more CPUs withmicroprocessor architectures specifically adapted for highly paralleland computationally intensive applications, such as media andinteractive entertainment applications, of applications configured forsupporting participation in live eSports events by remote users, etc.

In particular, CPU 702 includes a seat live view generator 720 that isconfigured to generate views of a live event, such as an eSports event.The live views are generated for one or more locations in an arena(e.g., eSports arena) based on one or more live recordings (e.g., video,audio) collected of the live event. For example, the live recordings maybe performed by a video collector 721 configured to collect imagesand/or video of the live event, and an audio collector 722 configured tocollect audio from the environment of the arena. A POV generator 723 isconfigured to generate the live views for a particular location in thearena, such as a specific seat in the arena. For example, POV generatormay implement a stitching technique that is configured to stitchtogether one or more videos of the live event taken from predefinedlocations in the arena to generate a live view of the event from aspecific location in the arena. As such, even though a live recordingmay not have been collected from the specific location, a live view maybe generated for that specific location based on one more liverecordings of the live event. CPU 702 also includes an augmented realitylive view generator 730 that is configured to present an augmentedreality view for the live view generated for a specific location in thearena (e.g., by generator 720). For example, digital content may beinserted into the live view generated for that specific location. Inparticular, avatar insertion module 731 is configured to insert anavatar into the live view. The avatar may represent a second remote userthat is participating in the live event, and is seated nearby. That is,the user corresponding to the view generated by the seat live viewgenerator 720 and augmented reality live view generator 730 may be afirst remote user that is participating in the live event, and furthermay be virtually seated next to or near the seat occupied by the secondremote user. As such, the augmented reality view of the first remoteuser includes an avatar for the second remote user. Other digitalcontent may also be inserted. CPU 702 also includes a seat previewgenerator 740 that is configured to generate a preview of a view of thelive event that corresponds to a particular location in the arena (e.g.,eSports arena 100). For example, arena map generator 741 is configuredto generate a floor plan of the arena, to include a seating chart,wherein the floor plan can be used for selection of locations (e.g.,seats) within the arena for which a preview is described. In particular,seat selection engine 742 is configured to generate and manage aninterface that allows a user to select a location (e.g., seat) withinthe arena, via the floor plan. In addition, provided in the interface,the POV window generator 743 is configured to generate a preview thatmay include a view of the live event (e.g., eSports event) that isgenerated from the standpoint of the selected location (e.g., seat).

CPU 702 may also provide additional functionality related topresentation of a live event to a remote user. For example, the liveevent may be an eSports event that is being broadcast to remote userswho wish to virtually participate in the live eSports event as a virtualaudience member. In particular, the remote spectator manager 750 isconfigured to provide a remote user a virtual experience of a liveevent, such as an eSports event. A more detailed description of theremote spectator manager 750 is provided in FIG. 7B.

Memory 704 stores applications and data for use by the CPU 702. Storage706 provides non-volatile storage and other computer readable media forapplications and data and may include fixed disk drives, removable diskdrives, flash memory devices, and CD-ROM, DVD-ROM, Blu-ray, HD-DVD, orother optical storage devices, as well as signal transmission andstorage media. User input devices 708 communicate user inputs from oneor more users to device 700, examples of which may include keyboards,mice, joysticks, touch pads, touch screens, still or videorecorders/cameras, and/or microphones. Network interface 714 allowsdevice 700 to communicate with other computer systems via an electroniccommunications network, and may include wired or wireless communicationover local area networks and wide area networks such as the internet. Anaudio processor 712 is adapted to generate analog or digital audiooutput from instructions and/or data provided by the CPU 702, memory704, and/or storage 706. The components of device 700, including CPU702, memory 704, data storage 706, user input devices 708, networkinterface 710, and audio processor 712 are connected via one or moredata buses 722

A graphics subsystem 714 is further connected with data bus 722 and thecomponents of the device 700. The graphics subsystem 714 includes agraphics processing unit (GPU) 716 and graphics memory 718. Graphicsmemory 718 includes a display memory (e.g., a frame buffer) used forstoring pixel data for each pixel of an output image. Graphics memory718 can be integrated in the same device as GPU 716, connected as aseparate device with GPU 716, and/or implemented within memory 704.Pixel data can be provided to graphics memory 718 directly from the CPU702. Alternatively, CPU 702 provides the GPU 716 with data and/orinstructions defining the desired output images, from which the GPU 716generates the pixel data of one or more output images. The data and/orinstructions defining the desired output images can be stored in memory704 and/or graphics memory 718. In an embodiment, the GPU 716 includes3D rendering capabilities for generating pixel data for output imagesfrom instructions and data defining the geometry, lighting, shading,texturing, motion, and/or camera parameters for a scene. The GPU 716 canfurther include one or more programmable execution units capable ofexecuting shader programs.

The graphics subsystem 714 periodically outputs pixel data for an imagefrom graphics memory 718 to be displayed on display device 710, or to beprojected by projection system 740. Display device 710 can be any devicecapable of displaying visual information in response to a signal fromthe device 700, including CRT, LCD, plasma, and OLED displays. Device700 can provide the display device 710 with an analog or digital signal,for example.

It should be understood that the embodiments described herein may beexecuted on any type of client device. In some embodiments, the clientdevice is a head mounted display (HMD), or projection system.

FIG. 7B illustrates components of a remote spectator manager 750introduced in FIG. 7A, wherein the generator 750 is configured toprovide a remote user a virtual experience of a live event, inaccordance with one embodiment of the present disclosure. In particular,the spectator view generator 750 includes a spectator and main viewgenerator 751 that is configured to generate a main view into a gamingworld of a multi-player gaming application being played by one or moreusers. For example, a multi-player gaming session of the gamingapplication may be performed live by one or more gaming competitors at alive eSports event. The gaming session may be established and managed byany of the components of CPU 702, the cloud gaming provider 112 of FIG.2, or any combination thereof. The main view corresponds to a view intothe gaming world of the gaming application in association with the gameplays of the one or more users. The main view corresponds to apoint-of-view (POV) within the gaming world. For instance, the main viewmay be generated from the POV of one of the characters being controlledby one of the users. In another embodiment, the main view may be a liveview of an eSports arena showcasing an eSports event centered aroundgame plays of multiple players playing a gaming application. The mainview may be provided for display to a remote user. In addition, one ormore spectator views into the gaming world may be generated. Thespectator views are taken from different POVs within the gaming world.That is, while the game plays of the one or more users are beinggenerated through execution of the gaming application as controlled bythe one or more users, the spectator views can also be generated. Forexample, the cloud gaming provider 112 and/or the back-end entertainmentserver 250 may generate the spectator views in association withexecution of the gaming application to generate the one or more gameplays. The spectator views may correspond to one or more pre-designatedlocations within the gaming world. In addition, a spectator view maycorrespond to a selected location within the gaming world, as selectedby the remote user. In that manner, the remote user can choose variousviewpoints inside the gaming world from which to view the live actionbeing generated by the game plays of the one or more users. For example,the user may want to gain a different perspective on the action withinthe gaming world, as obtained from one of the spectator views.

A gaming session may be established and managed by a game sessionmanager 759 in association with one or more game plays of one or moreusers playing a gaming application (e.g., professional gamersparticipating in an eSports event featuring simultaneous game plays of amulti-player gaming application). Session manager 285 is configured toaccess and/or manage game state for the game session. Session managermay execute the game code of the gaming application, or may instruct agame execution engine to execute the game code. Game session manager 759and/or game execution engine may be located at the cloud gaming provider112 of FIG. 2. In particular, game session manager 759 may communicatewith the game execution engine to deliver and obtain user input commandsthat are used to influence the outcome of a corresponding game play.Input commands may be transmitted from user device to game sessionmanager 759, and are used to drive game play. Because game plays areexecuted and managed by the game session manager 759, informationgenerated and stored from those game plays enable any requesting user toexperience the game play of other users. For example, spectator viewsinto the gaming world of the game plays may be generated by thespectator view generator 751 based on the information generated for thegame session.

The remote spectator manager 750 includes an interface generator 752that is configured to generate an interface displaying at least one ofthe main and spectator views. In one embodiment, the interface isconfigured to display the main view, and also display one or morespectator views for selection by a remote user. In addition, thespectator view selector 753 is configured to manage the selection of aspectator view through the interface. As such, when a spectator view isselected and recognized as being selected, that view may be prominentlydisplayed to the remote user within the interface.

The remote spectator manager also includes a live and spectator viewcoordinator 758 configured to manage the delivery of a data to theremote user. In particular, the coordinator 758 manages deliveries ofthe view of the real-word venue and/or the spectator view of theinteractive gaming world to the HMD of the remote user. As such, theremote user may be viewing the real-world venue to gain an augmentedreality experience at one time, and may be viewing the interactivegaming world in a spectator view to gain a virtual reality experience atanother time.

The remote spectator manager 750 includes an audio localization module754 that is configured to generate audio associated with the game playsbeing performed within the gaming world as executed by the gamingapplication. In particular, a unique audio signal may be generated foreach of the main and spectator views, wherein each audio signal isgenerated based on the location from which the corresponding view wasgenerated. For example, the main view is generated from a particularPOV, and the audio from all the game plays are reflected within theaudio being generated for the main view at that POV. Similarly, audiofor each of the spectator views may be localized for their respectivePOVs. For example, the cloud gaming provider 112 and/or the back-endentertainment server 250 may generate the audio from the game plays, andthe localization module 754 is able to modify that audio throughlocalization specific to a particular location within the gaming world.

The remote spectator manager 750 includes a proximity determinationmodule 755 that is configured to track movement of spectator avatarslocated within the gaming world. For example, one or more remote usersmay be actively spectating the game plays from one or more POVs. EachPOV may correspond to a spectator avatar that is placed within thegaming world, and that can be visible to other remote users that areparticipating in the live event through spectator views. The spectatoravatars may be controllable to move within the gaming world. As such,the proximity determination module 755 is able to determine when twospectator avatars are within close proximity within the gaming world.For example, the two spectator avatars may be close enough to hold aconversation. As such, the communication pairing module 756 isconfigured to create a communication channel between devices associatedwith the remote users controlling the spectator avatars. For instance,the devices may be head mounted displays (HMDs). In that manner, theremote users may hold a conversation that is independent of the audiobeing generated from the game plays of the one or more users playing themulti-player gaming application.

FIG. 8 is an illustration of an interactive gaming world 800, includingone or more spectator views into the gaming world, in accordance withone embodiment of the present disclosure. Player participation isenabled (e.g., through game plays) in the interactive gaming world.Gaming world 800 is exemplary, and for illustration purposes only showsa battle scene between Kratos, the son of Zeus and an enemy combatant,wherein the battle scene is being generated within one or more gameplays of the God of War gaming application, published by SONY ComputerEntertainment, in accordance with one embodiment of the presentdisclosure. In particular, the gaming world 800 may be generated throughone or more game plays of one or more users. For example, the game playsmay be generated in association with one or more professional gamersplaying the gaming application at a live eSports event. As previouslydescribed, the game plays may be displayed within an eSports arena foraudience viewing and enjoyment.

Purely for illustration purposes only, gaming world 800 may include abattle between Kratos 830 and the enemy combatant 820. In the God of Wargaming application, Kratos is a Spartan warrior of Greek mythology, whois tasked with killing Ares, the God of War. In the gaming world, aplayer may control Kratos. Though gaming world 800 as shown in FIG. 8may only include one battle in association with a game play of God ofWar, other gaming worlds may include multiple game plays as controlledby multiple players.

Multiple views into the gaming world 800 may be generated. For example,the cloud gaming provider 112, the entertainment server 250, or a gamingconsole may generate the multiple views in association with thegeneration of the one or more game plays. In another embodiment, thespectator view generator 751 of the remote player manager 750 isconfigured to generate the views independently or in combination withthe cloud gaming provider 112, the entertainment server 250, thereal-world venue server 235, and/or a gaming console. In particular, afirst spectator view of the gaming world 800 may be generated from afirst location. For example, POV 810 a may correspond to the firstspectator view, and may be described as a frontal view of the battlebetween Kratos 830 and the enemy 820. The first spectator view may beassociated with a POV of a character, such as Kratos 830. That is, thefirst spectator view may be taken from the standpoint of the view ofKratos 830. In one embodiment, the first spectator view may be projectedonto the display of the HMD of the remote user as primary content. Thefirst spectator view is in contrast to the live view of a realworld-venue holding a live event, such as a view into an eSports arenashowcasing the game plays of multiple professional gamers playing agaming application. The HMD may be selectable to display the live,hybrid, augmented reality view of the real-world venue, or one of thespectator views.

Additional spectator views of the interactive gaming world may also begenerated. These spectator views into the gaming world are views intothe game plays being generated through execution of the gamingapplication as controlled by one or more users (e.g., professionalgamers). As shown, the spectator views are generated from the standpointof one or more POVs (e.g., POVs 810 a, 810 b, 810 c, 810 d, 810 e, 810f, 810 g, and 810 h). That is, the spectator views may be any view intothe interactive gaming world. These POV locations may be predesignated,or selectable by a remote user. The various locations may surround thebattle being generated within the gaming world. For instance, POV 810 cis taken from the back of Kratos 830, POV 810 f is being taken from theback of the enemy 820, POV 810 h is taken from the side of the battle.In that manner, multiple different spectator views may be presented forviewing by the remote users.

Further at each location, a corresponding view may be taken from anynumber of points along a vertical line extending upwards from thatlocation. For instance, the view may be taken near the ground, so thatthe view is looking upwards at the battle. The view may also be takennear eye level of an ordinary human (or character within the gamingapplication), to provide a customary view into the gaming world, and ofthe battle between Kratos 830 and enemy 820. Further still, the view maybe taken up high to give an aerial view downwards onto the battlebetween Kratos 830 and enemy 820.

FIG. 9 is an illustration of an interface 900 for interaction by aremote user, wherein the interface includes windows of one or morespectating views into a gaming world that are selectable by the remoteuser, in accordance with one embodiment of the present disclosure. Inparticular, interface may be generated by the interface generator 750,previously described, and delivered to a remote user for interaction.For example, the interface may be delivered to an HMD being worn by theremote user. In that manner, the interface may be inserted into the mancontent being displayed within the HMD, wherein the main content may bethe live, hybrid, and/or the augmented reality view of a real-worldvenue holding a live event (e.g., eSports event). In one implementation,the interface may be super-imposed onto the main content. In anotherimplementation, the interface may be the main content being prominentlydisplayed in the HMD.

Interface 900 includes a window 920 that displays a selected view of thegaming world that is associated with the game plays being generatedthrough execution of a corresponding gaming application, as controlledby one or more users (e.g., professional gamers participating in aneSports event). The selected view may be taken from POV 810 a of thegaming world, as previously described in FIG. 8. Specifically, theselected view includes a frontal view of the battle between Kratos 830and the enemy 820. The window 920 may display any of the spectator viewsdescribed previously (e.g., one of POVs 810 b-810 h). Selection of theview of interest to the viewer is described below.

In particular, interface 900 includes a selection window 910 that isconfigured for interaction with the remote user. That is, selectionwindow 910 includes one or more preview windows (e.g., 910 a, 910 b, 910c, 910 d, 910 e, 910 f, 910 g, and 910 h). Each of the preview windowsincludes one of the spectator views into the gaming world 800, such asthe spectator views previously described in FIG. 8. For example, window910 a includes a spectator view taken from the POV 810 a, the window 910b includes a spectator view taken from the POV 810 b, window 910 cincludes a spectator view taken from the POV 810 c, window 910 dincludes a spectator view taken from the POV 810 d, window 910 eincludes a spectator view taken from the POV 810 e, window 910 fincludes a spectator view taken from the POV 810 f, window 910 gincludes a spectator view taken from the POV 810 g, and window 910 hincludes a spectator view taken from the POV 810 h. Preview window 920may include one or more preview windows.

The scene in a corresponding preview window may be a static image thatis periodically updated, in one embodiment. In another embodiment, thescene in a corresponding preview window is live (e.g., as beinggenerated within the game plays of the gaming application), or updatedso frequently that it is seemingly live (e.g., up to the secondupdates). In another embodiment, the updating period may be slower thanreal-time (e.g., every 1, 5, 10, 20, etc. seconds). The resolution ofthe images presented in the preview window may be of lower resolution,or of equal resolution as being generated for the main window 920.

As shown in FIG. 9, preview window 910 a is selected by the viewer. Assuch, spectator view 810 a is displayed in the main window 920 forviewing in the interface 900. Selection of a preview window may beimplemented through any number of methods. For instance, handrecognition controls may be implemented, or through controllermanipulation. For example, a controller method may be implemented,wherein one button can be used for scrolling through the previewwindows, and a second button can be used for selecting a particularpreview window. Once a preview window is selected, the correspondingspectator view may be displayed within the large window 920. A thirdbutton can be used for deselection, wherein multiple actuations of thethird button may return the view in the large window back to the mainview corresponding to POV 810 a. Still other implementations include apointer that may be moved and/or selected through clicking or objectmovements (e.g., eye, hand, etc.).

The interface is removed from the display of the HMD upon a triggerevent, whereupon the HMD again prominently displays the main content.The trigger event may be a sequence of multiple back buttons that areengaged to return to the main content (e.g., the live, hybrid, and/oraugmented reality view of the real-world venue). The trigger event maybe any other signal (e.g., hand movement) that indicates a return to themain content. The trigger event may be an event within the real-worldvenue. For example, a main display within the real-world venue may beshowing a view into the interactive gaming world, and broadcastannouncers may be performing play-by-play of the game plays being shownin the main display. When there is a switch between game plays when aspectator view is being shown in the HMD (e.g., through the interface,or as main content), the display in the HMD may return back to the viewinto the real-world venue for audience and broadcaster consistency.

FIG. 10 is an illustration of the scaling of a spectator point of viewbeing generated for a given location within a gaming world 1000, inaccordance with one embodiment of the present disclosure. As previouslydescribed, the gaming world is generated in association with the gameplays being executed for a gaming application as controlled by one ormore users. For example, the gaming world may be generated inassociation with a live eSports event, wherein a gaming application isbeing played by one or more professional gamers.

As shown in FIG. 10, the gaming world 1000 includes a pyramid 1010. Forexample, the gaming application may provide a three dimensional (3D)view into one or more physical or virtual locations within the world.The 3D view may be generated as real views or virtual views. Inaddition, the gaming world 1000 may be completely fictitious, asgenerated by the gaming application.

In one embodiment, one or more spectator views may be generated for thegaming world 1000. These spectator views may be generated from thestandpoint of corresponding spectator avatars. For example, a spectatorview may be generated for avatar 1050. The spectator view is bounded bylines 1030 a, 1030 b, 1030 c, and 1030 d. The spectator view may befurther defined by viewing boxes located at different distances from thelocation of the avatar 1050. For instance, the near viewing box 1020 aand the far viewing box 1020 b are each defined by boundary lines 1030a-1030 d. In particular, the viewing boxes 1020 a and 1020 b may definea spectator view into the gaming world for a particular orientation ofthe avatar 1050. As an example, the spectator view may be one of theviews 810 b-810 h of FIG. 8.

As shown, the spectator view defined by boundary lines 1030 a-1030 dincludes a view of a pyramid 1010. For example, the avatar 1050 may belocated at a far distance (e.g., 1 to 2 miles from pyramid 1010),wherein the spectator view defined by boundary lines 1030 a-1030 d is afar away view of the pyramid 1010. The avatar 1050 is standing on ground1060 (e.g., the sands of Egypt).

In particular, the spectator view is generated such that objects withinthe spectator view are scaled appropriately for a given size of theviewer (e.g., remote user). For example, the avatar may generate aspectator view that is generated for an appropriately sized human (e.g.,child, adult, etc.). That is, the POV of the avatar is human sized. Assuch, the objects in the spectator view are scaled appropriately forthat POV. As such, the objects would not be too small, or too large.Correspondingly, the size of the avatar 1050 associated with the POV forthe spectator view would also not be too small or large, but would beappropriately sized for a human, for example. In that manner, thespectator view would be most familiar to the remote user, as the objectswithin the spectator view are appropriately sized. For instance, anapplication showing spectator views of a pyramids in Egypt would not betaken from a standpoint of a huge giant, or a small mouse, but rather atypical human.

In addition, the scaling of the objects in the spectator view wouldremain consistent as the avatar 1050 moves through the gaming world. Assuch, as the avatar 1050 moves through the gaming world 1000, thepyramid 1010 would remain appropriately scaled.

FIG. 11 is an illustration of the interaction between two spectatoravatars within a gaming world 1000 first introduced in FIG. 10, whereina communication channel is established between two remote users whentheir corresponding spectator avatars are in close proximity, inaccordance with one embodiment of the present disclosure. For example,the gaming world 1000 may provide a 3D view into one or more physical orvirtual locations within the world, wherein the 3D view may be generatedas real views or virtual views. as shown, gaming world 1000 may includepyramids 1010 a, 1010 b, and 1010 c.

In the gaming world 1010, ground 1060 is shown. Avatar 1050, previouslyintroduced in FIG. 10, is also shown on ground 1060. For example,consistent with the view generated for spectator 1050 in FIG. 10, avatar1050 may be located approximately 1-2 miles from the pyramids.

In addition, multiple spectator avatars are also located within thegaming world 1000. For example, the group of avatars 1120 are locatedcloser to the pyramids 1010 a-1010 c than avatar 1050. That is, thegroup 1120 may be within one-half of a mile from the pyramids. Otherspectator avatars are also shown in gaming world 1000. One or more ofthe spectator avatars may be controlled by a corresponding remote user.

Spectator avatar 1110 is also shown in gaming world 1000. Avatar 1110 iscontrolled by another remote user (e.g., second remote user), that isseparate from the remote user (e.g., first remote user) controllingspectator avatar 1050. In particular, the avatar 1050 is controlled bythe first remote user, wherein the avatar 1050 is located at aparticular location 1051 in the gaming world 1000. A spectator view isgenerated from the POV associated with avatar 1050 for the first remoteuser.

Similarly, avatar 1110 is controlled by the second remote user, whereinthe avatar 1110 is located at another location in the gaming world 1000.The avatar 1110 first is located at point 1111 in the gaming world 1000,and is moved through control by the second user along path 1119 tolocation 1115 in the gaming world. A spectator view is generated fromthe POV associated with avatar 1110 at various locations along path1119.

In one embodiment, the two remote users are able to interact with eachother through the gaming world 1000. That is, the spectator views foreach avatar 1110 and 1050 would each possibly include the other avatar.For example, the spectator view for avatar 1110 may include avatar 1050,and the spectator view for avatar 1050 may include avatar 1110. Inparticular, the proximity determination module 755 is configured todetermine when the avatar 1110 is in proximity to the avatar 1050(controlled by the first remote user). Because the spectator views arebeing generated from specific locations in the gaming world, those POVlocations may be tracked. As such, when the two avatars 1050 and 1110associated with two different spectator views are in close proximity,then the communication pairing module 756 may establish a communicationchannel to pair the first remote user and the second remote user inorder to enable the exchange of communication. For instance, theback-end entertainment server 250 may be configured to establish thecommunication channel. In that manner, when avatar 1110 and avatar 1050are in close proximity (e.g., a distance within which two humans maycommunicate comfortably), then the communication channel is establishedand enabled automatically. Just as in the real world, a verbalinteraction between two persons may occur without any extensivearrangements.

In one embodiment, the spectator view is not intended to have anyinfluence on the outcome of the game play as executed by the gamingapplication. However, in addition to interactions with other spectatorparticipants, the remote user viewing the spectator view may interactwith one of the users controlling a corresponding game play (e.g.,professional gamer in an eSports event). For example, an eSports eventmay be a live golfing tournament, wherein professional gamers areplaying a golf gaming application. Remote users may virtuallyparticipate in the eSports event through one or more spectator viewsthat correspond to one or more avatars in a gaming world of the gamingapplication. In one implementation, as the spectator avatar for acorresponding remote user approaches a character controlled by a gamingprofessional, a pairing may be established through a pairedcommunication channel, such that the two may communicate. For example,the remote user may give tips or hints as to the slope of the green tothe gaming professional.

With the detailed description of the various modules of the remotespectator manager configured to provide one or more views into a gamingworld associated with one or more game plays of users playing amulti-player gaming application, a method for spectating is nowdescribed in relation to flow diagram 1200 of FIG. 12, in accordancewith one embodiment of the present disclosure. The method outlined inflow diagram 1200 is implemented by one or more systems and/orcomponents of FIGS. 2A-2B and FIG. 7A in embodiments.

For example, the gaming application may be executing to facilitate amulti-player gaming session through the execution of a gamingapplication in association with a live event (e.g., eSports event) heldin a real-world venue, wherein one or more professional gamers may beplaying the gaming application within the gaming session. A liveaudience is attending the live event in the real-world venue, and manymore remote users can also participate in the live event as virtualattendees or participants, as previously described.

The method begins at operation 1210 and includes establishing amulti-player gaming session controlled by a plurality of players throughexecution of a gaming application at a server. That is, the players areplaying the gaming application through the gaming session. Themulti-player gaming session generates an interactive gaming world withinwhich player participation is enabled. The live event being a real-worldvenue where the plurality of players are present. For example, the liveevent may be an eSports event held in an arena. In another example, thelive event may be a sporting event held in an arena or stadium. Otherlive events are contemplated, such as theater shows, music concerts,etc. The gaming session may be created and managed at a server, such asa cloud based gaming server, or entertainment server configured forgenerating live, hybrid, and/or augmented reality views into thereal-world venue showing the gaming session.

At 1220, the method includes generating at the server a threedimensional (3D) live view of the real-world venue based on one or morecaptured video streams. The 3D live view is generated for a physicalpoint-of-view (POV) of the live event, wherein the physical POV isanchored to a physical location in the real-world venue. In particular,the captured video streams are captured from one or more video capturedevices within the real-world venue. Based on one or more of thecaptured video streams, live, hybrid, and/or augmented reality views ofthe real-world venue may also be generated. That is, for every locationin the real-world venue, a view into the venue may be generated using asubset of the video streams being captured. As such, a first subset ofvideo streams may be used to generate a first view into the venue from afirst seat, and a second subset of video streams may be used to generatea second view into the venue from a second seat. The views may be live,hybrid, and/or augmented reality views into the real-world venue. Forexample, for the first view the views may be generated by stitching thevideo frames from the first subset of captured video streams.

Similarly, the live, hybrid and/or augmented reality views into thereal-world venue can be accented with localized audio. That is, audio isgenerated using unique subsets of captured audio streams for eachlocation in the venue.

At 1230, the method includes streaming the 3D live view via a networkfrom the server to an HMD of a first remote user. The first remote useris located outside of the real-world venue, such as within the livingroom of a home of the user. The user may even be located in a differentblock, city, county, state, and/or country. That is, the first remoteuser is not physically attending the live event at the real-world venue,but may through embodiments of the present invention virtually attendthe live event through live, hybrid, and/or augmented realty views intothe real-world venue. Specifically, the 3D live view presents anaugmented reality view of the live event to the first remote userthrough a head mounted display (HMD). As previously described, the liveview is generated for a specific location in a real-world venue holdingthe live event, and is based on one or more video and audio recordingscollected from one or more locations in the venue.

In one embodiment, the method includes generating audio for the 3D liveview that is localized for the physical POV in the real-world venue. Ingeneral, sounds are being generated from all over the real-world venue.As such, audio being collected or experienced at a particular physicallocation within the real-world venue would sound different than theaudio being experienced at another location. For example, a firstlocation that is close to the stage of the venue and a large cluster ofstage speakers would sound different than a location that is remote fromthe stage. As such, the audio being generated for the live view islocalized for the physical POV (i.e., based on the location of thephysical POV within the real-world venue). That is, far away soundswould be diminished, and nearer sounds within the venue would beamplified for the physical POV. Further, the live view is aligned withthe audio that is localized. In that manner, the first remote userviewing the live view can participate in the gaming world in anaugmented reality space.

At 1240, the method includes receiving at the server a request from thefirst remote user (e.g., from a device related to the user) to jump intothe gaming session as a spectator of the interactive gaming world. Thefirst remote user would be spectating into the interactive gaming worldfrom a first virtual POV defined by a virtual location in theinteractive gaming world.

At 1250, the method includes delivering the first spectator view via thenetwork to the HMD of the first remote user for display. The firstspectator view presents a virtual reality view of the interactive gamingworld to the first remote user through the HMD. As such, the remote useris able to switch between an augmented reality view of the real-worldvenue (showcasing the live event) and a virtual reality view into themulti-player gaming session within the HMD. In one embodiment, thedelivery of the live view is halted or paused before delivering thefirst spectator view to the HMD.

In another embodiment, a request is received at the server andoriginating from the first remote user (e.g., device of the user) tojump-out of the first spectator view. In that manner, delivery of thefirst spectator view is paused and/or terminated, and delivery of thelive view is resumed. That is, the delivery of the 3D live view over thenetwork from the server to the HMD of the first remote user is resumed.

In one embodiment, a plurality of spectator views into the interactivegaming world is generated. The spectator views look into the gamingworld, and are each taken from a corresponding POV in the interactivegaming world. The plurality of spectator views includes the firstspectator view generated from the first virtual POV. Further, the methodincludes generating an interface including a plurality of previewwindows presenting the plurality of spectator views. When a previewwindow is interacted with (e.g., scrolled over), the images in the firstspectator view may become animated, or enlarged, and the audio may beactivated for listening by the remote user. At this point, the previewwindow may not have been selected for additional viewing, as describedbelow.

Furthermore, the interface is delivered via the network to the HMD ofthe first remote user for display. In one embodiment, the interface isinserted into the 3D live view, such as overlaid a portion of the liveview. In addition, audio may be provided in association with thespectator views. As such, the first remote user may select the spectatorview of a particular preview window, in which case, the main window maynow display the selected spectator view. For example, a selection of afirst preview window by the first remote user is received at the server.The first preview window corresponds to the first spectator view. Uponthe selection and receipt of the selection by the server, the firstspectator view is delivered to the HMD of the first remote user, andaudio may be activated for listening by the remote user. In particular,delivery of the interface is paused and/or terminated, and the deliveryof the first spectator view from the server to the HMD of the firstremote user is initiated. As such, the first spectator view is thedisplayed as main content—instead of the live view of the real-worldvenue.

In one embodiment, the interface includes a main window that isconfigured to display one of the spectator views of the preview windows,wherein the main window is larger than a preview window. As previouslydescribed, a corresponding preview window displays a preview of thespectator view that is available for viewing within the gaming world,and may include static or updated images along with audio. In thatmanner, the remote user is able to preview one or more spectator views.Further, the interface is delivered to a system of the remote user forinteraction by the remote user. For example, the remote user may selectthe spectator view of a particular preview window, in which case, themain window may now display the selected spectator view. In particular,the method includes receiving selection of a first preview window in theinterface, the first preview window being associated with the spectatorview or a selected spectator view. The method includes presenting theselected spectator view in the main window of the interface, in oneimplementation. In another implementation, the selected spectator viewmay be expanded to be the main content for display within the HMD of thefirst remote user, as previously described.

In one embodiment, the first spectator view is generated from a firstvirtual POV in the gaming world by the gaming server. For example, aspreviously described the first spectator view may be a POV associatedwith a character controlled by a corresponding user (e.g., professionalgamer in the eSports event). The first spectator view may also be takenfrom a predesigned POV. In addition, the first spectator view may focuson one of the many game plays occurring within the gaming world, eachgame play associated with a particular player (e.g., professional gamerplaying in the multi-player gaming session). In that manner, the firstspectator view into the gaming world is up close and personal to thefirst remote user viewing through an HMD, and not limited through afaraway view of the action in the gaming world. That is, the closer theview to the action the better for the first remote user who is virtuallyviewing the gaming world. In still another embodiment, the firstspectator view may be a live view of a real-world venue showcasing themulti-player gaming session (e.g., eSports event).

As previously described, the first spectator view includes objects thatare scaled appropriately for a point-of-view consistent with the viewer.For instance, the objects are scaled to be consistent from a POVcorresponding to a human spectator in the gaming world, as representedthrough a corresponding spectator avatar. In that manner, the experienceof the gaming world is consistent as if the remote user were actuallyphysically located within the gaming world. This is especiallybeneficial when the gaming world provides a real world experience, suchas when touring a museum, or vacation spot in the world. For example,the method may include an interactive gaming world including a firstavatar representing the first remote user and a second avatarrepresenting a second remote user. The second remote avatar isspectating in the gaming world, and may be in proximity to the firstavatar. For example, the second remote user receives a second spectatorview into the interactive gaming world, wherein the first remote userreceives the first spectator view into the gaming world (e.g., at thefirst virtual POV). When it is determined that the two avatars are inclose proximity, the first remote user and the second remote user arepaired, such that a communication channel is established between the twousers over which the exchange of communication is enabled between thetwo users.

In one embodiment, the method includes generating audio for thespectator view that is localized for the first virtual POV. In general,the gaming world includes audio from the one or more game plays. As anillustration, the game world may be described as a large sword battlebeing conducted on a battle field, where contestants are battling eachother in close hand-to-hand combat. Sounds are being generated from allover the battlefield. As such, the audio being collected or experiencedat a particular location within the gaming world would sound differentthan the audio being experienced at another location. For example, afirst location that is close to the combat between two characters wouldsound different than a location that is remote from all the hand to handcombat being conducted in the battlefield (e.g., vantage of a commandingofficer). As such, the audio being generated for the spectator view islocalized for the first virtual POV (i.e., based on the location of thefirst virtual POV within the gaming world). That is, far away soundswould be diminished, and nearer sounds within the gaming world would beamplified for the first virtual POV. Further, the first spectator viewis aligned with the audio that is localized. In that manner, the firstremote user viewing the first spectator view can virtually participatein the gaming world.

Embodiments of the present invention are applicable to online or networkgaming implementations, either in single-player (e.g., player playing agaming application) or multi-player modes (multiple players are playinga gaming application together within a gaming session). The online ornetwork gaming implementations may not necessarily be associated with alive event. For example, cloud gaming provider 112 may maintain andexecute a gaming application being played by a gamer. In addition, cloudgaming provider 112 may establish and manage a multi-player gamingsession of a gaming application in support of one or more gamers. Insingle-player or multi-player modes, the cloud gaming provider processesgamer inputs from one or more gamers to affect the game state(s) of theexecuting gaming application. Further, the game system 1400 may beconfigured to implement online or network gaming supporting singleplayer or multi-player modes and/or gaming sessions.

Moreover, a gamer can have the option to participate and receive a viewof his or her actions, both from a player standpoint, as well as fromone or more jump-in or spectator views. This option is implementablewithin the single player and/or multi-player modes. That is, the gameris able to view his or her actions from multiple viewpoints within theinteractive gaming world. In addition, the gamer is able to viewadditional spectator views that may not necessarily include the actionsof the gamer, as previously described. That is, the gamer may select aview of the actions of another gamer through a spectator view, or maychoose to view any part of the interactive gaming world. As an example,a multi-player gaming session may be established for a soccer match,wherein two teams with eleven players a side have signed up for playingan online soccer game (e.g., in a tournament mode). One gamer initiallystarts as a goal-keeper for one of the teams. For that gamer, as thegame is being played, there may not be constant action, unless the ballis directed towards his or her goal. The gamer would be intenselyoccupied in a penalty-kick situation, wherein the gamer is at the centerof the action, and is focused on stopping the ball on the whistle. Atthat moment, the gamer will receive a primary view inside a respectiveHMD to simulate the experience that an actual goal-keeper would have.Being fully immersive, the gamer will react to stopping the ball as soonas the penalty is attempted. In that manner, the gamer will have a veryimmersive and close to real-life experience to play a network game witha player's view. On the other hand, the gamer as goal-keeper may not beintensely involved in the action at all times, as the goal-keeper is notrunning around the field at all times, and is confined mainly within the18 yard box surrounding the goal. This is also consistent with theimmersive and close to real-life experience of the goal-keeper. However,embodiments of the present invention can be configured to provide one ormore views for the gamer who is playing goal-keeper, such as one or morespectator views into the interactive gaming world (the soccer pitch)beyond just what the goal-keeper would view. In addition, the gamerplaying goal-keeper may be allowed to switch with another gamer. Thatis, embodiments of the present invention provide additional flexibilityfor gamers to switch roles, such as the gamer playing goal-keeper toswitch with another gamer and become a center forward (e.g., on the sameteam or opposite teams). In that manner, this would provide moreexcitement for the players who are playing the multi-player gamingsession.

FIG. 13, a diagram illustrating components of a head-mounted display 102is shown, in accordance with an embodiment of the disclosure. Thehead-mounted display 102 includes a processor 1300 for executing programinstructions. A memory 1302 is provided for storage purposes, and mayinclude both volatile and non-volatile memory. A display 1304 isincluded which provides a visual interface that a user may view. Abattery 1306 is provided as a power source for the head-mounted display102. A motion detection module 1308 may include any of various kinds ofmotion sensitive hardware, such as a magnetometer 1310, an accelerometer1312, and a gyroscope 1314.

An accelerometer is a device for measuring acceleration and gravityinduced reaction forces. Single and multiple axis models are availableto detect magnitude and direction of the acceleration in differentdirections. The accelerometer is used to sense inclination, vibration,and shock. In one embodiment, three accelerometers 1312 are used toprovide the direction of gravity, which gives an absolute reference fortwo angles (world-space pitch and world-space roll).

A magnetometer measures the strength and direction of the magnetic fieldin the vicinity of the head-mounted display. In one embodiment, threemagnetometers 1310 are used within the head-mounted display, ensuring anabsolute reference for the world-space yaw angle. In one embodiment, themagnetometer is designed to span the earth magnetic field, which is ±80microtesla. Magnetometers are affected by metal, and provide a yawmeasurement that is monotonic with actual yaw. The magnetic field may bewarped due to metal in the environment, which causes a warp in the yawmeasurement. If necessary, this warp can be calibrated using informationfrom other sensors such as the gyroscope or the camera. In oneembodiment, accelerometer 1312 is used together with magnetometer 1310to obtain the inclination and azimuth of the head-mounted display 102.

A gyroscope is a device for measuring or maintaining orientation, basedon the principles of angular momentum. In one embodiment, threegyroscopes 1314 provide information about movement across the respectiveaxis (x, y and z) based on inertial sensing. The gyroscopes help indetecting fast rotations. However, the gyroscopes can drift overtimewithout the existence of an absolute reference. This requires resettingthe gyroscopes periodically, which can be done using other availableinformation, such as positional/orientation determination based onvisual tracking of an object, accelerometer, magnetometer, etc.

A camera 1316 is provided for capturing images and image streams of areal environment. More than one camera may be included in thehead-mounted display 102, including a camera that is rear-facing(directed away from a user when the user is viewing the display of thehead-mounted display 102), and a camera that is front-facing (directedtowards the user when the user is viewing the display of thehead-mounted display 102). Additionally, a depth camera 1318 may beincluded in the head-mounted display 102 for sensing depth informationof objects in a real environment.

In one embodiment, a camera integrated on a front face of the HMD may beused to provide warnings regarding safety. For example, if the user isapproaching a wall or object, the user may be warned. In one embodiment,the use may be provided with an outline view of physical objects in theroom, to warn the user of their presence. The outline may, for example,be an overlay in the virtual environment. In some embodiments, the HMDuser may be provided with a view to a reference marker, that is overlaidin, for example, the floor. For instance, the marker may provide theuser a reference of where the center of the room is, which in which theuser is playing the game. This may provide, for example, visualinformation to the user of where the user should move to avoid hitting awall or other object in the room. Tactile warnings can also be providedto the user, and/or audio warnings, to provide more safety for when theuser wears and plays games or navigates content with an HMD.

The head-mounted display 102 includes speakers 1320 for providing audiooutput. Also, a microphone 1322 may be included for capturing audio fromthe real environment, including sounds from the ambient environment,speech made by the user, etc. The head-mounted display 102 includestactile feedback module 1324 for providing tactile feedback to the user.In one embodiment, the tactile feedback module 1324 is capable ofcausing movement and/or vibration of the head-mounted display 102 so asto provide tactile feedback to the user.

LEDs 1326 are provided as visual indicators of statuses of thehead-mounted display 102. For example, an LED may indicate batterylevel, power on, etc. A card reader 1328 is provided to enable thehead-mounted display 102 to read and write information to and from amemory card. A USB interface 1330 is included as one example of aninterface for enabling connection of peripheral devices, or connectionto other devices, such as other portable devices, computers, etc. Invarious embodiments of the head-mounted display 102, any of variouskinds of interfaces may be included to enable greater connectivity ofthe head-mounted display 102.

A Wi-Fi module 1332 is included for enabling connection to the Internetvia wireless networking technologies. Also, the head-mounted display 102includes a Bluetooth module 1334 for enabling wireless connection toother devices. A communications link 1336 may also be included forconnection to other devices. In one embodiment, the communications link1336 utilizes infrared transmission for wireless communication. In otherembodiments, the communications link 1336 may utilize any of variouswireless or wired transmission protocols for communication with otherdevices.

Input buttons/sensors 1338 are included to provide an input interfacefor the user. Any of various kinds of input interfaces may be included,such as buttons, touchpad, joystick, trackball, etc. An ultra-soniccommunication module 1340 may be included in head-mounted display 102for facilitating communication with other devices via ultra-sonictechnologies.

Bio-sensors 1342 are included to enable detection of physiological datafrom a user. In one embodiment, the bio-sensors 1342 include one or moredry electrodes for detecting bio-electric signals of the user throughthe user's skin.

Photo-sensors 1344 are included to respond to signals from emitters(e.g., infrared base stations) placed in a 3-dimensional physicalenvironment. The gaming console analyzes the information from thephoto-sensors 1344 and emitters to determine position and orientationinformation related to the head-mounted display 102.

In addition, gaze tracking system 1365 is included and configured toenable tracking of the gaze of the user. For example, system 1365 mayinclude gaze tracking cameras which captures images of the user's eyes,which are then analyzed to determine the gaze direction of the user. Inone embodiment, information about the gaze direction of the user can beutilized to affect the video rendering. Video rendering in the directionof gaze can be prioritized or emphasized, such as by providing greaterdetail, higher resolution through foveated rendering, higher resolutionof a particle system effect displayed in the foveal region, lowerresolution of a particle system effect displayed outside the fovealregion, or faster updates in the region where the user is looking.

The foregoing components of head-mounted display 102 have been describedas merely exemplary components that may be included in head-mounteddisplay 102. In various embodiments of the disclosure, the head-mounteddisplay 102 may or may not include some of the various aforementionedcomponents. Embodiments of the head-mounted display 102 may additionallyinclude other components not presently described, but known in the art,for purposes of facilitating aspects of the present disclosure as hereindescribed.

It will be appreciated by those skilled in the art that in variousembodiments of the disclosure, the aforementioned handheld device may beutilized in conjunction with an interactive application displayed on adisplay to provide various interactive functions. The exemplaryembodiments described herein are provided by way of example only, andnot by way of limitation.

FIG. 14 is a block diagram of a Game System 1400, according to variousembodiments of the disclosure. Game System 1400 is configured to providea video stream to one or more Clients 1410 via a Network 1415, such asin a single-player mode or multi-player mode. Game system 1400 isanalogous to cloud gaming provider 112, in embodiments. Game System 1400typically includes a Video Server System 1420 and an optional gameserver 1425. Video Server System 1420 is configured to provide the videostream to the one or more Clients 1410 with a minimal quality ofservice. For example, Video Server System 1420 may receive a gamecommand that changes the state of or a point of view within a videogame, and provide Clients 1410 with an updated video stream reflectingthis change in state with minimal lag time. The Video Server System 1420may be configured to provide the video stream in a wide variety ofalternative video formats, including formats yet to be defined. Further,the video stream may include video frames configured for presentation toa user at a wide variety of frame rates. Typical frame rates are 30frames per second, 80 frames per second, and 820 frames per second.Although higher or lower frame rates are included in alternativeembodiments of the disclosure.

Clients 1410, referred to herein individually as 1410A., 1410B., etc.,may include head mounted displays, terminals, personal computers, gameconsoles, tablet computers, telephones, set top boxes, kiosks, wirelessdevices, digital pads, stand-alone devices, handheld game playingdevices, and/or the like. Typically, Clients 1410 are configured toreceive encoded video streams (i.e., compressed), decode the videostreams, and present the resulting video to a user, e.g., a player of agame. The processes of receiving encoded video streams and/or decodingthe video streams typically includes storing individual video frames ina receive buffer of the client. The video streams may be presented tothe user on a display integral to Client 1410 or on a separate devicesuch as a monitor or television. Clients 1410 are optionally configuredto support more than one game player. For example, a game console may beconfigured to support two, three, four or more simultaneous players.Each of these players may receive a separate video stream, or a singlevideo stream may include regions of a frame generated specifically foreach player, e.g., generated based on each player's point of view.Clients 1410 are optionally geographically dispersed. The number ofclients included in Game System 1400 may vary widely from one or two tothousands, tens of thousands, or more. As used herein, the term “gameplayer” is used to refer to a person that plays a game and the term“game playing device” is used to refer to a device used to play a game.In some embodiments, the game playing device may refer to a plurality ofcomputing devices that cooperate to deliver a game experience to theuser. For example, a game console and an HMD may cooperate with thevideo server system 1420 to deliver a game viewed through the HMD. Inone embodiment, the game console receives the video stream from thevideo server system 1420, and the game console forwards the videostream, or updates to the video stream, to the HMD for rendering.

Clients 1410 are configured to receive video streams via Network 1415.Network 1415 may be any type of communication network including, atelephone network, the Internet, wireless networks, powerline networks,local area networks, wide area networks, private networks, and/or thelike. In typical embodiments, the video streams are communicated viastandard protocols, such as TCP/IP or UDP/IP. Alternatively, the videostreams are communicated via proprietary standards.

A typical example of Clients 1410 is a personal computer comprising aprocessor, non-volatile memory, a display, decoding logic, networkcommunication capabilities, and input devices. The decoding logic mayinclude hardware, firmware, and/or software stored on a computerreadable medium. Systems for decoding (and encoding) video streams arewell known in the art and vary depending on the particular encodingscheme used.

Clients 1410 may, but are not required to, further include systemsconfigured for modifying received video. For example, a client may beconfigured to perform further rendering, to overlay one video image onanother video image, to crop a video image, and/or the like. Forexample, Clients 1410 may be configured to receive various types ofvideo frames, such as I-frames, P-frames and B-frames, and to processthese frames into images for display to a user. In some embodiments, amember of Clients 1410 is configured to perform further rendering,shading, conversion to 3-D, or like operations on the video stream. Amember of Clients 1410 is optionally configured to receive more than oneaudio or video stream. Input devices of Clients 1410 may include, forexample, a one-hand game controller, a two-hand game controller, agesture recognition system, a gaze recognition system, a voicerecognition system, a keyboard, a joystick, a pointing device, a forcefeedback device, a motion and/or location sensing device, a mouse, atouch screen, a neural interface, a camera, input devices yet to bedeveloped, and/or the like.

The video stream (and optionally audio stream) received by Clients 1410is generated and provided by Video Server System 1420. As is describedfurther elsewhere herein, this video stream includes video frames (andthe audio stream includes audio frames). The video frames are configured(e.g., they include pixel information in an appropriate data structure)to contribute meaningfully to the images displayed to the user. As usedherein, the term “video frames” is used to refer to frames includingpredominantly information that is configured to contribute to, e.g. toeffect, the images shown to the user. Most of the teachings herein withregard to “video frames” can also be applied to “audio frames.”

Clients 1410 are typically configured to receive inputs from a user.These inputs may include game commands configured to change the state ofthe video game or otherwise affect gameplay. The game commands can bereceived using input devices and/or may be automatically generated bycomputing instructions executing on Clients 1410. The received gamecommands are communicated from Clients 1410 via Network 1415 to VideoServer System 1420 and/or Game Server 1425. For example, in someembodiments, the game commands are communicated to Game Server 1425 viaVideo Server System 1420. In some embodiments, separate copies of thegame commands are communicated from Clients 1410 to Game Server 1425 andVideo Server System 1420. The communication of game commands isoptionally dependent on the identity of the command Game commands areoptionally communicated from Client 1410A through a different route orcommunication channel that that used to provide audio or video streamsto Client 1410A.

Game Server 1425 is optionally operated by a different entity than VideoServer System 1420. For example, Game Server 1425 may be operated by thepublisher of a multiplayer game. In this example, Video Server System1420 is optionally viewed as a client by Game Server 1425 and optionallyconfigured to appear from the point of view of Game Server 1425 to be aprior art client executing a prior art game engine. Communicationbetween Video Server System 1420 and Game Server 1425 optionally occursvia Network 1415. As such, Game Server 1425 can be a prior artmultiplayer game server that sends game state information to multipleclients, one of which is game server system 1420. Video Server System1420 may be configured to communicate with multiple instances of GameServer 1425 at the same time. For example, Video Server System 1420 canbe configured to provide a plurality of different video games todifferent users. Each of these different video games may be supported bya different Game Server 1425 and/or published by different entities. Insome embodiments, several geographically distributed instances of VideoServer System 1420 are configured to provide game video to a pluralityof different users. Each of these instances of Video Server System 1420may be in communication with the same instance of Game Server 1425.Communication between Video Server System 1420 and one or more GameServer 1425 optionally occurs via a dedicated communication channel. Forexample, Video Server System 1420 may be connected to Game Server 1425via a high bandwidth channel that is dedicated to communication betweenthese two systems.

Video Server System 1420 comprises at least a Video Source 1430, an I/ODevice 1445, a Processor 1450, and non-transitory Storage 1455. VideoServer System 1420 may include one computing device or be distributedamong a plurality of computing devices. These computing devices areoptionally connected via a communications system such as a local areanetwork.

Video Source 1430 is configured to provide a video stream, e.g.,streaming video or a series of video frames that form a moving picture.In some embodiments, Video Source 1430 includes a video game engine andrendering logic. The video game engine is configured to receive gamecommands from a player and to maintain a copy of the state of the videogame based on the received commands. This game state includes theposition of objects in a game environment, as well as typically a pointof view. The game state may also include properties, images, colorsand/or textures of objects.

The game state is typically maintained based on game rules, as well asgame commands such as move, turn, attack, set focus to, interact, use,and/or the like. Part of the game engine is optionally disposed withinGame Server 1425. Game Server 1425 may maintain a copy of the state ofthe game based on game commands received from multiple players usinggeographically disperse clients. In these cases, the game state isprovided by Game Server 1425 to Video Source 1430, wherein a copy of thegame state is stored and rendering is performed. Game Server 1425 mayreceive game commands directly from Clients 1410 via Network 1415,and/or may receive game commands via Video Server System 1420.

Video Source 1430 typically includes rendering logic, e.g., hardware,firmware, and/or software stored on a computer readable medium such asStorage 1455. This rendering logic is configured to create video framesof the video stream based on the game state. All or part of therendering logic is optionally disposed within a graphics processing unit(GPU). Rendering logic typically includes processing stages configuredfor determining the three-dimensional spatial relationships betweenobjects and/or for applying appropriate textures, etc., based on thegame state and viewpoint. The rendering logic produces raw video that isthen usually encoded prior to communication to Clients 1410. Forexample, the raw video may be encoded according to an Adobe Flash®standard, .wav, H.264, H.263, On2, VP6, VC-1, WMA, Huffyuv, Lagarith,MPG-x. Xvid. FFmpeg, x264, VP6-8, realvideo, mp3, or the like. Theencoding process produces a video stream that is optionally packaged fordelivery to a decoder on a remote device. The video stream ischaracterized by a frame size and a frame rate. Typical frame sizesinclude 800×600, 1280×720 (e.g., 720p), 1024×768, although any otherframe sizes may be used. The frame rate is the number of video framesper second. A video stream may include different types of video frames.For example, the H.264 standard includes a “P” frame and a “I” frame.I-frames include information to refresh all macro blocks/pixels on adisplay device, while P-frames include information to refresh a subsetthereof. P-frames are typically smaller in data size than are I-frames.As used herein the term “frame size” is meant to refer to a number ofpixels within a frame. The term “frame data size” is used to refer to anumber of bytes required to store the frame.

In alternative embodiments Video Source 1430 includes a video recordingdevice such as a camera. This camera may be used to generate delayed orlive video that can be included in the video stream of a computer game.The resulting video stream optionally includes both rendered images andimages recorded using a still or video camera. Video Source 1430 mayalso include storage devices configured to store previously recordedvideo to be included in a video stream. Video Source 1430 may alsoinclude motion or positioning sensing devices configured to detectmotion or position of an object, e.g., person, and logic configured todetermine a game state or produce video-based on the detected motionand/or position.

Video Source 1430 is optionally configured to provide overlaysconfigured to be placed on other video. For example, these overlays mayinclude a command interface, log in instructions, messages to a gameplayer, images of other game players, video feeds of other game players(e.g., webcam video). In embodiments of Client 1410A including a touchscreen interface or a gaze detection interface, the overlay may includea virtual keyboard, joystick, touch pad, and/or the like. In one exampleof an overlay a player's voice is overlaid on an audio stream. VideoSource 1430 optionally further includes one or more audio sources.

In embodiments wherein Video Server System 1420 is configured tomaintain the game state based on input from more than one player, eachplayer may have a different point of view comprising a position anddirection of view. Video Source 1430 is optionally configured to providea separate video stream for each player based on their point of view.Further, Video Source 1430 may be configured to provide a differentframe size, frame data size, and/or encoding to each of Client 1410.Video Source 1430 is optionally configured to provide 3-D video.

I/O Device 1445 is configured for Video Server System 1420 to sendand/or receive information such as video, commands, requests forinformation, a game state, gaze information, device motion, devicelocation, user motion, client identities, player identities, gamecommands, security information, audio, and/or the like. I/O Device 1445typically includes communication hardware such as a network card ormodem. I/O Device 1445 is configured to communicate with Game Server1425, Network 1415, and/or Clients 1410.

Processor 1450 is configured to execute logic, e.g. software, includedwithin the various components of Video Server System 1420 discussedherein. For example, Processor 1450 may be programmed with softwareinstructions in order to perform the functions of Video Source 1430,Game Server 1425, and/or a Client Qualifier 1460. Video Server System1420 optionally includes more than one instance of Processor 1450.Processor 1450 may also be programmed with software instructions inorder to execute commands received by Video Server System 1420, or tocoordinate the operation of the various elements of Game System 1400discussed herein. Processor 1450 may include one or more hardwaredevice. Processor 1450 is an electronic processor.

Storage 1455 includes non-transitory analog and/or digital storagedevices. For example, Storage 1455 may include an analog storage deviceconfigured to store video frames. Storage 1455 may include a computerreadable digital storage, e.g., a hard drive, an optical drive, or solidstate storage. Storage 1455 is configured (e.g., by way of anappropriate data structure or file system) to store video frames,artificial frames, a video stream including both video frames andartificial frames, audio frame, an audio stream, and/or the like.Storage 1455 is optionally distributed among a plurality of devices. Insome embodiments, Storage 1455 is configured to store the softwarecomponents of Video Source 1430 discussed elsewhere herein. Thesecomponents may be stored in a format ready to be provisioned whenneeded.

Video Server System 1420 optionally further comprises Client Qualifier1460. Client Qualifier 1460 is configured for remotely determining thecapabilities of a client, such as Clients 1410A or 1410B. Thesecapabilities can include both the capabilities of Client 1410A itself aswell as the capabilities of one or more communication channels betweenClient 1410A and Video Server System 1420. For example, Client Qualifier1460 may be configured to test a communication channel through Network1415.

Client Qualifier 1460 can determine (e.g., discover) the capabilities ofClient 1410A manually or automatically. Manual determination includescommunicating with a user of Client 1410A and asking the user to providecapabilities. For example, in some embodiments, Client Qualifier 1460 isconfigured to display images, text, and/or the like within a browser ofClient 1410A. In one embodiment, Client 1410A is an HMD that includes abrowser. In another embodiment, client 1410A is a game console having abrowser, which may be displayed on the HMD. The displayed objectsrequest that the user enter information such as operating system,processor, video decoder type, type of network connection, displayresolution, etc., of Client 1410A. The information entered by the useris communicated back to Client Qualifier 1460.

Automatic determination may occur, for example, by execution of an agenton Client 1410A and/or by sending test video to Client 1410A. The agentmay comprise computing instructions, such as java script, embedded in aweb page or installed as an add-on. The agent is optionally provided byClient Qualifier 1460. In various embodiments, the agent can find outprocessing power of Client 1410A, decoding and display capabilities ofClient 1410A, lag time reliability and bandwidth of communicationchannels between Client 1410A and Video Server System 1420, a displaytype of Client 1410A, firewalls present on Client 1410A, hardware ofClient 1410A, software executing on Client 1410A, registry entrieswithin Client 1410A, and/or the like.

Client Qualifier 1460 includes hardware, firmware, and/or softwarestored on a computer readable medium. Client Qualifier 1460 isoptionally disposed on a computing device separate from one or moreother elements of Video Server System 1420. For example, in someembodiments, Client Qualifier 1460 is configured to determine thecharacteristics of communication channels between Clients 1410 and morethan one instance of Video Server System 1420. In these embodiments theinformation discovered by Client Qualifier can be used to determinewhich instance of Video Server System 1420 is best suited for deliveryof streaming video to one of Clients 1410.

While specific embodiments have been provided for providing spectatorviews into a gaming world associated with one or more game plays asgenerated through execution of a multi-player gaming application ascontrolled by one or more users, these are described by way of exampleand not by way of limitation. Those skilled in the art having read thepresent disclosure will realize additional embodiments falling withinthe spirit and scope of the present disclosure.

It should be understood that the various embodiments defined herein maybe combined or assembled into specific implementations using the variousfeatures disclosed herein. Thus, the examples provided are just somepossible examples, without limitation to the various implementationsthat are possible by combining the various elements to define many moreimplementations. In some examples, some implementations may includefewer elements, without departing from the spirit of the disclosed orequivalent implementations.

Embodiments of the present disclosure may be practiced with variouscomputer system configurations including hand-held devices,microprocessor systems, microprocessor-based or programmable consumerelectronics, minicomputers, mainframe computers and the like.Embodiments of the present disclosure can also be practiced indistributed computing environments where tasks are performed by remoteprocessing devices that are linked through a wire-based or wirelessnetwork.

With the above embodiments in mind, it should be understood thatembodiments of the present disclosure can employ variouscomputer-implemented operations involving data stored in computersystems. These operations are those requiring physical manipulation ofphysical quantities. Any of the operations described herein that formpart of embodiments of the present disclosure are useful machineoperations. Embodiments of the invention also relate to a device or anapparatus for performing these operations. The apparatus can bespecially constructed for the required purpose, or the apparatus can bea general-purpose computer selectively activated or configured by acomputer program stored in the computer. In particular, variousgeneral-purpose machines can be used with computer programs written inaccordance with the teachings herein, or it may be more convenient toconstruct a more specialized apparatus to perform the requiredoperations.

The disclosure can also be embodied as computer readable code on acomputer readable medium. The computer readable medium is any datastorage device that can store data, which can be thereafter be read by acomputer system. Examples of the computer readable medium include harddrives, network attached storage (NAS), read-only memory, random-accessmemory, CD-ROMs, CD-Rs, CD-RWs, magnetic tapes and other optical andnon-optical data storage devices. The computer readable medium caninclude computer readable tangible medium distributed over anetwork-coupled computer system so that the computer readable code isstored and executed in a distributed fashion.

Although the method operations were described in a specific order, itshould be understood that other housekeeping operations may be performedin between operations, or operations may be adjusted so that they occurat slightly different times, or may be distributed in a system whichallows the occurrence of the processing operations at various intervalsassociated with the processing, as long as the processing of the overlayoperations are performed in the desired way.

Although the foregoing disclosure has been described in some detail forpurposes of clarity of understanding, it will be apparent that certainchanges and modifications can be practiced within the scope of theappended claims. Accordingly, the present embodiments are to beconsidered as illustrative and not restrictive, and embodiments of thepresent disclosure is not to be limited to the details given herein, butmay be modified within the scope and equivalents of the appended claims.

What is claimed is:
 1. A method comprising: generating at a server athree-dimensional (3D) view of an event based on one or more capturedvideo streams, the event being held in a real-world venue, the 3D viewgenerated for a physical point-of-view (POV) of the event as selected bya first remote user being located outside of the real-world venue at afirst remote location, wherein the physical POV is taken from a firstanchor point in the real-world venue, wherein the first anchor point isa first seat in the real-world venue; generating an augmented realityview of the event by augmenting the 3D view with a virtualrepresentation of a second remote user remotely viewing the event, thevirtual representation of the second remote user being located at asecond anchor point in the real-world venue, the second remote userbeing located outside of the real-world venue at a second remotelocation, wherein the second anchor point is a second seat in thereal-world venue; streaming the augmented reality view of the event viaa network from the server to a head mounted display (HMD) of the firstremote user, the first remote user being able to view the virtualrepresentation of the second remote user when the first remote userturns towards the second anchor point where the virtual representationof the second remote user is located in the augmented reality view ofthe event; detecting that a virtual representation of the first remoteuser in the first seat turns towards the virtual representation of thesecond remote user in the second seat in the augmented reality view ofthe event; and automatically establishing a communication channel toenable initiation of a communication between the first remote user andthe second remote user based on the detecting that the virtualrepresentation of the first remote user turns towards the virtualrepresentation of the second remote user within the augmented realityview of the event.
 2. The method of claim 1, further comprising;detecting that the second remote user turns towards the first anchorpoint where the virtual representation of the first remote user islocated in an augmented reality view of the event generated for thesecond user; and persisting the communication channel to enablecontinued communication between the first and second remote users. 3.The method of claim 2, wherein the first remote user is viewing thesecond remote user and the second remote user is viewing the firstremote user in respective augmented reality views of the event generatedfor the first remote user and the second remote user.
 4. The method ofclaim 1, wherein the event is a live event or a recording of the liveevent.
 5. The method of claim 1, wherein the event is a live or recordedgaming session of a video game.
 6. The method of claim 1, wherein thesecond remote user is a friend of the first remote user in a socialnetwork.
 7. The method of claim 1, wherein the 3D view includes aparticipant of the event, the participant being located at a thirdanchor point in the real-world venue, wherein the augmented reality viewof the event shows both the virtual representation of the second remoteuser and the participant.
 8. The method of claim 1, further comprising:scaling a size of the virtual representation of the second remote userin the augmented reality view to visually align with a size of an objectpresented within the augmented reality view.
 9. A non-transitorycomputer-readable medium storing a computer program for implementing amethod, the non-transitory computer-readable medium comprising: programinstructions for generating at a server a three-dimensional (3D) view ofan event based on one or more captured video streams, the event beingheld in a real-world venue, the 3D view generated for a physicalpoint-of-view (POV) of the event as selected by a first remote userbeing located outside of the real-world venue at a first remotelocation, wherein the physical POV is taken from a first anchor point inthe real-world venue, wherein the first anchor point is a first seat inthe real-world venue; program instructions for generating an augmentedreality view of the event by augmenting the 3D view with a virtualrepresentation of a second remote user remotely viewing the event, thevirtual representation of the second remote user being located at asecond anchor point in the real-world venue, the second remote userbeing located outside of the real-world venue at a second remotelocation, wherein the second anchor point is a second seat in thereal-world venue; program instructions for streaming the augmentedreality view of the event via a network from the server to a headmounted display (HMD) of the first remote user, the first remote userbeing able to view the virtual representation of the second remote userwhen the first remote user turns towards the second anchor point wherethe virtual representation of the second remote user is located in theaugmented reality view of the event; detecting that a virtualrepresentation of the first remote user in the first seat turns towardsthe virtual representation of the second remote user in the second seatin the augmented reality view of the event; and automaticallyestablishing a communication channel to enable initiation of acommunication between the first remote user and the second remote userbased on the detecting that the first remote user turns towards thevirtual representation of the second remote user in the second seatwithin the augmented reality view of the event.
 10. The non-transitorycomputer-readable medium of claim 9, further comprising; programinstructions for detecting that the second remote user turns towards thefirst anchor point where the virtual representation of the first remoteuser is located in an augmented reality view of the event generated forthe second user; and program instructions for persisting thecommunication channel to enable continued communication between thefirst and second remote users, wherein the first remote user is viewingthe second remote user and the second remote user is viewing the firstremote user in respective augmented reality views of the event generatedfor the first remote user and the second remote user.
 11. Thenon-transitory computer-readable medium of claim 9, wherein in theprogram instructions the event is a live event or a recording of thelive event.
 12. The non-transitory computer-readable medium of claim 9,wherein in the program instructions the event is a live or recordedgaming session of a video game.
 13. The non-transitory computer-readablemedium of claim 9, further comprising: program instructions for scalinga size of the virtual representation of the second remote user in theaugmented reality view to visually align with a size of an objectpresented within the augmented reality view.
 14. A computer systemcomprising: a processor; memory coupled to the processor and havingstored therein instructions that, if executed by the computer system,cause the computer system to execute a method for implementing agraphics pipeline, comprising: generating at a server athree-dimensional (3D) view of an event based on one or more capturedvideo streams, the event being held in a real-world venue, the 3D viewgenerated for a physical point-of-view (POV) of the event as selected bya first remote user being located outside of the real-world venue at afirst remote location, wherein the physical POV is taken from a firstanchor point in the real-world venue, wherein the first anchor point isa first seat in the real-world venue; generating an augmented realityview of the event by augmenting the 3D view with a virtualrepresentation of a second remote user remotely viewing the event, thevirtual representation of the second remote user being located at asecond anchor point in the real-world venue, the second remote userbeing located outside of the real-world venue at a second remotelocation, wherein the second anchor point is a second seat in thereal-world venue; streaming the augmented reality view of the event viaa network from the server to a head mounted display (HMD) of the firstremote user, the first remote user being able to view the virtualrepresentation of the second remote user when the first remote userturns towards the second anchor point where the virtual representationof the second remote user is located in the augmented reality view ofthe event; detecting that a virtual representation of the first remoteuser in the first seat turns towards the virtual representation of thesecond remote user in the second seat in the augmented reality view ofthe event; and automatically establishing a communication channel toenable initiation of a communication between the first remote user andthe second remote user based on the detecting that the first remote userturns towards the virtual representation of the second remote user inthe second seat within the augmented reality view of the event.
 15. Thecomputer system of claim 14, the method further comprising: detectingthat the second remote user turns towards the first anchor point wherethe virtual representation of the first remote user is located in anaugmented reality view of the event generated for the second user; andpersisting the communication channel to enable continued communicationbetween the first and second remote users, wherein the first remote useris viewing the second remote user and the second remote user is viewingthe first remote user in respective augmented reality views of the eventgenerated for the first remote user and the second remote user.
 16. Thecomputer system of claim 14, wherein in the method the event is a liveevent or a recording of the live event.
 17. The computer system of claim14, wherein in the method the event is a live or recorded gaming sessionof a video game.
 18. The computer system of claim 14, the method furthercomprising: scaling a size of the virtual representation of the secondremote user in the augmented reality view to visually align with a sizeof an object presented within the augmented reality view.